Zenius 3.0

Overview

Over the past few years, Zenius has transformed into a discovery-based learning platform. Discovery-based learning encourages students to independently determine what to study. However, if the prevalent trend in Indonesian edTech continues to adopt discovery-based approaches, efforts to uplift traditional curriculum-based learning for non-enthusiast users may face challenges and lack long-term sustainability.

To address this, Zenius is set to achieve new milestones, shaping the product-market fit and outperforming competitors with the introduction of Zenius 3.0. This version predominantly aligns with a discovery-based platform, marking a strategic evolution for the company.

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My contribution

User research Product design

The team

1 × design lead 1 × project manager 1 × designers 4 × engineers

Year

2022

Process

Objective

To contribute to the improvement of my company, my objective is twofold: first, to pinpoint the challenges that Zenius users currently face with the existing app, and second, to enhance the new iteration of the Zenius app for an even better user experience.

Research

Determine Research Question

”What are the challenges that Zenius users encounter with the current version of the app?”

Interview Illustration

The research team has conducted user research:

Here are key insights gathered from users:

🔍  Difficulty in finding desired content.
🤷🏻  Uncertainty about where to begin.
📚. Lack of immediate use cases.
🧰  Limited understanding of Zenius features.
🏡  Confusion regarding the homepage structure.
👀. Distractions during app use.
😵. Feelings of being lost within the Zenius platform.

Identify all these Variables

I deduce that these variables represent the factors contributing to user challenges with the Zenius app.

Variables

Framework wheel of fortune:

I have developed a visualization framework outlining various enhancements to address existing issues and challenges.

Wheel of Fortune framework

Desk Research

In addition to conducting user research, I explored online sources and examined our dashboard to observe Zenius behavior. My findings revealed that, based on research, 50% of Indonesian students fall into the category of unmotivated students - those who are unwilling to try (U-U). Please refer to the image below for details:


Research student in Indonesia

Furthermore, data from the previous year indicates that active users are predominantly composed of free non-learning users, accompanied by an approximately 40% bounce rate on the homepage. This suggests that a considerable number of users accessing our apps are uncertain about their actions and not entirely convinced about the value of Zenius learning.


Zenius Learning users

🎉  Opportunities

In light of the research findings and the predefined objective, I have identified opportunities to enhance Zenius 3.0.

📚 Develop flexible models that empower users to choose their preferred learning methods.
🌐 Enhance the user browsing experience.
🔨 Enhance the structure and layout of the Zenius app.

Empathy to the Users

User Journey

Following that, I crafted scenarios to envision user interactions with the platform.

Zen 3.0 Learning Journey

Ideate phase

User Flow

With the goal and research results in mind, the next step involves designing the user flow for interactions with the app. This function serves as guidance for creating mockups or wireframes.

User Onboarding

Learning Journey

User Interface

Exploration

In this phase, I systematically explored the design for each screen based on the user flow. I commenced with the Home screen, and subsequent screens were developed in sequence.

Exploration

Final Design

After conducting multiple explorations, gathering ideas through various iterations, and receiving feedback from the Design Lead and stakeholders, we ultimately selected this design for development.

Outcome

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