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PROJECT

Xavier

Remote learning + deeper engaging for
video communication platform 

My Contribution

Conducted UX research, created use cases and demo scenarios, and developed platform prototype

Collaborated with UX designer and intern, worked with project leader, project manager, and SW engineers

Duration

March ~ October 2021 (Phase1)

October ~ December 2022 (Phase2)

Project Introduction
Takes a human-centric approach and adds value to enhance the remote- learning experience

 
by understanding how tech has changed our lives, shifted users' behavior, and gained knowledge.

 

 

With technologies having changed our lives by connecting us to the entire world, the physical environment and conditions play an important role in the learning process and gaining knowledge. This project would provide services corresponding to a holistic approach to creating effective learning environments, understanding users' social context, stimulating interactions and observation, and boosting feedback loops to increase engagement mentally, emotionally and physically. 

Goals
Provide a remote-learning service platform that enhances interactive experiences and fosters a deeper engagement for both educator and learner in any scenario
by providing a human-centric approach for intuitive, focusing on users' context for flexibility, and facilitating methods for deeper engagement of knowledge

 

 

Deliver optimal learning model and various methods for educator and learner with trust presence for a relationship, and engaging knowledge with personalization and flexibility.

My responsibility in development cycle

1. Analysis Experience Framework

    - Industry analysis: Macro trends, COVID impacts, key player  

    - User value framework: user values, needs, pain points and persona

2. Develop Core Services and Platform 

    - Identify potential business model

    - Build key features and prototype

3. User Trial

    - Deploy service to a closed group of users

    - Observe and document real-world feedback

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Conducted User Research

Identify Macro Trends,

Analysis of the signals of change in the video conferencing market, market share by component, and key player by region

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Analysis User Experience Framework,

Industry analysis to understand the means of current remote learning and presence to users 

Comparison of video platform business model landscape,

 

Findings:

  • 1:1 preference matching & engaging

  • Personalized service

  • Ongoing relationship & connection for the back and forth after a session

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Comparison for communication and learning business landscape,

 

Findings:

  • Two-way interactive interface

  • Tools for immersive collaboration
    i.e ) note-taking, visualization for the explanation, revisiting some important points, cloud share point

  •  Empathy engagement in-between for Informal learning and connection

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Understood consumers and behavior,

 

Findings:

  • Formal vs. informal learning differences, similarities, and how to use both to have true values both approaches

  • The struggle at the initial stage was the need for explicit guidance.

  • Tools are neccessary for content development, audience, tracking and reporting

Learning Curve

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Performance Measure 

Leraning time

Learning Curve

Competitive Analysis,
  • ​Online education has been around as part of the extended education for earning a degree or a certification

  • Since the pandemic, remote learning has exponentially grown in all areas and specialized skills

  • Shifting a learning paradigm is accelerated with emerging technology​​

  • Communication, knowledge, and collaboration are the key to a task-oriented platform.

  • Bite-size / on-demand  class for user's specific needs

  • Presence awareness can encourage ongoing connection

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Set UX Research Goal

Understand the role of presence in Remote Learning from a learner and teacher perspective

Values-Based

Broad perspective on the role of presence in remote learning and teaching, highlighting multiple contexts and scenarios

Experience-Based

Focused look at learning and teaching dynamics, needs and behaviors within the context of 1:1 and 1:few.

Conducted Focus group interviews,

  • Conducted 1.5 hr. 1:1 interviews with informal learners and teachers in Remote Learning environments
     

  • Conducted 2 hr. cooking class focus groups with a number of scenarios that aimed to capture different types of engagement and communication levels

User-value based,

  • We conducted (6) 1.5 hr. interviews with informal learners and teachers with experience in 1:1 and 1:few RL environments.
     

  • We conducted (3) 2 hr. cooking class focus groups with a number of scenarios that aimed to capture different types of engagement and communication levels.

UX Principal
 

Communication & Presence Awareness

  • 1:1 or 1:few  matching & engaging

  • Enable multi-device / multi-channel seamless interface

  • Continuous presence awareness: pre-session, during a session, and post-session interaction

  • Interaction tracking and history

Knowledge & Context

Collaboration

  • ​Provide real-time and async content for user-preferred learning style

  • Offer personalization and adaptability of users and circumstance
    - Work with a variety of tasks/subject
    - Learning user behaviors
    - Scaleable and flexible to the screen size

  • Provide function for recall & reiteration of contents

  • Explicit interface and toolsets for the collaborative environment
    - Easy sharing and tracking the learning session for both side
    - Offer multi-tasking channels /methods
    - Instant feedback tools

  • Capability for the mobility while engaging the session

Core User Experiences
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UX development phase I
  • Handwritten annotation to text

  • Track annotation on the video track to revisit

  • Track bookmark on the video track to revisit

  • Multi-view with adjustable screen tiles

  • Selective screen tile to share

  • Enable replay in Pre-session, during the session, and after the seeeion

Universal UI
Universal Interface
 
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Ergonomics Interface

  • Contextual menus

  • One-handed control

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Multi-split screens

  • Adjustable screen size

  • Responsive tile per device

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  • Selectible screen-tile to share

Visual mockups

Annotation

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  • ​Create annotation marks on the video track to revisit

  • Trackable through video feed 

Bookmark

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  • ​Bookmarking the time to revisit

  • Searchable and trackable from bookmark library

Dashboard

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  • Connect with a teacher with contact information​

  • Summary of all activities with the past class list, recent recorded video, and bookmark

Use Cases

B2B Construction / Interior/ Mechanics

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B2C Cooking / Customer service / Technician / Telemedicine 

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Prototype Demo
1:1 customer service for Helping to fix Samsung product
 

Storyline

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Wireframe

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Demo Video

Xavier Value Position
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Xavier vs Duo vs Zoom

  • Xavier: you are next to me for learning & teaching

  • Google Duo: You are across the table for chatting

  • Zoom/Webex: You are in the auditorium or
    in the meeting 

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Core Values

  • Present side-by-side communication
    - Social presence
    - Environment presence
    - Cognitive presence
    - Teaching presence

  • Accessible and structured tools for collaboration

  • Feedback loop for synchronous

  • Intuitive UI for personalized control and immediate feedback

  • Users are able to choose their preferred style of Self-paced, asynchronous and real-time

WORK LISTS
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