Logiciel métier

Titre Projet

2023
Introduction

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Client :
Nom du client
Mon rôle :
UX/UI Designer
Timeline :
Dates
Responsabilités :
UX Design, Ateliers utilisateurs
Problème

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Processus

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Photos Si besoin

solution

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Feature

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Feature

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Feature

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conclusion

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EN
FR

Details

Timeline

December 2022
May 2023

Scope of work

Business Application

Team

With Julien, Lead UX/UI Designer

Tools

No items found.

Project

About the company

The Chambers of Commerce and Industry (CCI) represent the interests of industry, trade and services to public and foreign authorities. They are public establishments of the State, but administered by business leaders elected by their peers.

About the project

The project is aimed at education professionals and ultimately learners. It aims to aggregate all training resources (video, document, serious game, quizzes, etc.). It's a business tool for professionals to initiate collaborative projects with peers, to organize their training library and, more broadly, their training organization, and to have a real community spirit to facilitate exchanges and production of resources on a daily basis.

Problem

On this project, we're starting from scratch: everything has to be created, and there are a lot of contributors to note. So we had to frame the project as tightly as possible, and avoid getting lost in all the proposed functionalities. In fact, interviews were conducted internally at the CCI, and many proposals were made by those interviewed. All this data had to be analyzed.

Goal

The first objective was to create a desktop business tool, in order to provide a mvp integrating the main services that emerged after analysis of the interviews. We also had to work with all our technical and other partners to deliver a consistent user experience.

Scope

1

Analysis of user interviews

After analyzing some thirty user interviews with educational managers, trainers, educational engineers and learners, several main points emerged:

  • The personalization of training paths is a major factor of innovation for all players in the sector. It fosters the individualization of training paths for greater learning efficiency.
    For learners, it guarantees that they take ownership of the training, and are aware of the requirements, objectives and expectations of the course.
    For the trainer, the ability to adjust training paths will bring comfort, confidence and control over a learner's training path. Many trainers, pedagogical managers and educational engineers also recommend customizing placement tests to suit specific audiences, disabilities and situations.
    In terms of form, the creation of positioning tests with a dematerialized tool is undeniable.
    In line with expectations in this area, having a dashboard with a visualization of key performance indicators (according to user typology) would enable each user to observe their progress or effectiveness, etc.

  • Exchange is one of the key concepts for a successful training program and learner success. Trainers consider a placement test without subsequent support to be counter-productive.
    Several exchange relationships are worth noting:
    Pedagogical engineer with pedagogical managers and trainers / Pedagogical managers with trainers and learners / Trainers with pedagogical managers and learners / Learners with learners, trainers and pedagogical managers.
    The notion of exchange is linked to the notion of support.  The accuracy of a placement test is one of the keys to a learner's success. Exchanges enable learners to feel supported, helped and listened to. In terms of form, an exchange or messaging space per training group or session, level or structure group, seems logical for all stakeholders.

  • For trainers, co-designing resources is one of the best practices to adopt. It encourages the production of high-quality resources. It offers a dual perspective, qualified feedback and benefits learners. To break isolation and work as a team, co-design makes it possible to create and contribute to projects. The lack of time and recognition for trainers is often mentioned. Coordinating exchange and co-design times is an important factor for success.
    In terms of form, the idea is to create a personal, collaborative space where trainers can initiate a project and then propose it for collaboration, or incorporate themselves directly into a collaborative project. Each project must include a road map, defined roles and precise objectives in order to bring co-design to a successful conclusion. Validation of a project would remain the responsibility of a referent, or platform administrator. All these projects will feed into an open, accessible resource library. Resources will be traceable through time and versions.

  • Many trainers would like more recognition for their work, especially when it comes to designing new resources.
    They sometimes feel isolated in their day-to-day work, and many have experienced non-reciprocal exchanges. This platform must embody the solution to these problems, and remain engaging for all contributors: trainers, educational managers and educational engineers.

  • With the multiplicity of digital tools and their sometimes limited mastery, some users can sometimes feel oppressed and overwhelmed. We therefore need to unify all these tools and give learners a genuine personal space. Indeed, learners often use several platforms on which they have documents and resources. For training courses, collaborative spaces are by definition impersonal. It therefore seems essential to design a space where content can be found and accessed on any device (computer, tablet, mobile), and which accompanies the user throughout his or her professional life. In terms of form, this storage space would offer each user an easy-to-use filtering system (by period, training course, type of resource). Folders could be associated with training courses, providing easy access to information and resources.
Example of synthesis of UX interviews on one module
2

UX steps & workshop

We then focused on the UX process, defining personas, empathy maps, mind maps and tree structures. We were able to achieve this thanks to all the work we'd done and the data we'd collected upstream.

We also held workshops in physics to fine-tune and clarify story mappings. We therefore prepared these in advance of the workshop. We also made 4 stacks of profiles corresponding to our 4 personas. The idea was to get the project's stakeholders involved, as well as real trainers, educational managers and educational engineers, to get their feedback and ideas. So they were able to analyze the story mappings, suggest changes and explain their points of view. This was very enriching for us, as we were able to get even closer to the vision of future users, and to immerse ourselves in their jargon and primary needs.

3

Wireframes & Mockups

After customer validation, I wirefamed the entire tool. However, our agency was only involved in one part of the tool: the marketplace.
For this reason, I designed the mockups for the marketplace only.
To ensure a consistent user experience and interface, we created a design system and shared it with the project partners.

4

User tests & iteration

We carried out user tests and created test plans with different objectives depending on the type of profile.

Example of user testing plan

Once these tests had been carried out and the results analyzed, together with a qualitative questionnaire filled in by users after the tests, we made changes to the wireframes and mockups.

UX process

Workshop

User test

We created 5-6 test plans for our persona profiles (trainer, educational manager, educational engineer). We were able to gather a lot of feedback and observe that our courses were not optimal and could be improved.

In particular, the names of the navigation menus were not clear to all users.

Mockups Marketplace