IBM your learning Boost case study

My Role
Lead Product Designer
Core Team
Sharath Kancharla (PM), Katie Papadaki (Designer), Lun Ning (Marketing Manager), Rachel Mohammed (Product Owner), Derek Smith (Researcher)
Tools & Skills
Sketch, Illustrator, InVision, Mural, Research, Wireframing, Prototyping, Communication, Product Design, Visual Design, User Testing
Timeline
April 2019 - November 2020

The big picture

Learn more
IBM is investing $1 billion in initiatives to train workers for what it calls “new collar” jobs. Your Learning Boost is a part of IBM's initiative to develop the workforce of the future and close the skills gap. This mobile and web application enables IBM employees to reach their personal and professional learning goals and provides a way for employees to collaborate.

Project overview

Challenge:
Employees don’t prioritize learning at work and don’t have a place to easily share learning with peers. The current employee learning program prompts employees to complete 40 hours of learning known as Think40. However, we noticed a spike in learning at the end of the year rather than a steady increase in learning throughout the year.

Idea:
Institute a culture of continuous learning at IBM. Both managers and employees would benefit by staying relevant in their skills and prepare them to adapt quickly to changes surrounding the company. This personalized learning application aims to help learners achieve their learning goals.

Design prompt

How might we institute a culture of continuous learning by making education available to all IBM employees wherever they are?

User Research

Conducted both quantitative a qualitative research. Gained insights from 96 survey respondents to explore task completion. Conducted 11 user interviews to generate and validate ideas.

Purpose:
User feedback sessions were completed on the iOS version of the YL Boost app and the Web version using a cognitive walkthrough testing methodology. The aim was to evaluate users’ reactions and opinions of this new app and to validate the UX, ensuring users can easily complete their expected tasks.

Results:
Users were able to complete key tasks in the interface without significant difficulty on mobile, though several areas of optimization and enhancement were discovered or suggested by users. The web version did not do as well as mobile.  With small group studies, usability and efficiency issues are the most important discoveries.

High level feedback

Mobile version summary: 6 user interviews
Users generally like it and look forward to using the app.
The mobile aspect  was very appealing to these users.
Users were mostly successful at completing key tasks.
Not many show stoppers, but many small areas for improvement that will lead to a large overall satisfaction  improvement.
Quotes
" Brilliantly organized, smartly sequences, completely covered topics and concepts. Very useful and informative."
"I like that it gives me the ability to do learning on the go."
"I liked the streak concept."
Web-version summary: 5 user interviews
Moderate satisfaction scores.
Visuals and aesthetics well received, functionality less so.
We set out to learn how we can improve the web experience.
Quotes
"I like the astronaut image  and the laid back language"
"These aren’t goals, these are courses”
"I hope the intent is not to use this and Your Learning. We don't need yet another tool"

design thinking

Leveraged Design Thinking to learn directly from our users to help solve their problems and aligned as a team on the ideal mobile user journey. As well as leverage agile methodologies which was a flexible, adaptive way of working when projects require quick, unexpected changes. Self-organizing and self-sufficient ways of working that allowed the team assign their own tasks and sprint goals and estimates.
Features based on survey result: 96 responses

To help us better understand our user's needs, we surveyed to learn what would help them more easily or efficiently achieve their learning goals. We received a total of 96 responses which led to these findings of what our users want.
Pain points

This helps us better understand the user's underlying problems and lead us to a better solution. These are examples of the most common pain points that were discovered after conducting user interviews and sharing a survey Survey Gizmo.
Needs statements

To ensure our team is working towards the actual needs, desires, and goals of the user. This helps reorient our work around our users. We focused on our user's pain points to help us get to the user's underlying problems.
Hills

Aligning our complex team around a common understanding of the most important user outcomes to achieve. Hills turn our users' needs into project goals, helping us gain alignment around a common understanding of the intended outcomes to achieve.

Personas

Great design is anchored in a deep understanding of the user. The user research was synthesized into two main personas; the learner and the manager as illustrated below.

Mobile wireframes

Low fidelity

Leveraging Enterprise Design Thinking practices and user experience research, we began iterating on possible design solutions to the needs and the pain points of our users by starting with wireframes and then low-fi mockups.
High fidelity

Comparing our low fidelity and high fidelity mock ups makes me realize how far we have come to create a much simpler and user-centered design.

applied IBM design system

Levaraging exisiting IBM Design Language. This is the guiding ethos behind IBM’s design philosophy and principles. This helps us distinguish every element and every experience Designed by IBM.
YL Boost color scheme
YL Boost gradients

User flow diagram

Features

Continuous learning habit

Continuous learning habit is defined as an enterprise wide learning goal which is set at a minimum of 1 hour of learning per week which can be updated by learners based on their individual interest.  

Notifications

Notifications is vital part of the application which is integrated with most of the user actions in the app that allows them to align with their learning goals

Goals

Goals are learning activities, badges or roadmaps which can be set as personal goals by the learners with a set deadline.    

Featured Goals

Featured goals are learning goals set by enterprise to a specific Org, BU or to the entire company to reskill employees in the company’s strategic areas of interest

Sharing

Sharing enables learners to share any learning content available on the app with their peers or fellow IBMers.

Challenging

Challenging is a gamified approach of learning where learners can compete with fellow IBMers on specific learning within the app.     

Learning streaks

Learning streak is an uninterrupted achievement of continuous learning habit goals.

Slack Communities

Slack communities are based on the areas of interest that are recommended based on the learner’s profile to help them to collaborate with professionals with similar areas of interest.     

Personalized experience

With smarter recommendations users can personalize their own experience by combining analytics, IBM Watson and feedback. Much like Amazon does with its recommendations for books, movies and other goods, our team created recommendations based on related activities, a learner’s history, job role and other factors.

Recommendation algorithms, along with Watson tagging, help tailor suggestions to a learner’s interests and skills. As learners respond to recommendations, the algorithms learn their likes and dislikes, and will respond with better suggestions. This ever-adaptive customization is key to accelerating the development of every employee.  

Reflections

IBM YL Boost is a personalized learning habit planner. It empowers IBMers to build learning habits, keep up with learning goals, stay motivated, and learn with others. The first mobile app that gives learners a personalized and social learning experience, wouldn't exist without the collaboration of a multi-disciplinary team of curious and creative individuals.

What I've learned

It's essential  to interview real users in order to build impactful solutions. It's okay to spend more time on user research to better understand users pain points than to rush to finish high fidelity designs. Luckily, when you're building a product for an internal use, there's many volunteers that will be willing to give their feedback.

pros

Strong communication between team members, management, and cross team to discuss rapid change by leveraging agile methodologies. I led team retrospectives, where team members discussed what went well, what went poorly, and what needs improvement which inevitably enabled us to work better together.

cons

Good design was delayed in preference of quickly adding new features. This led to extra work in the long run because functionality that wasn't thoroughly worked out ended up receiving negative feedback and increase defects as more users started to use them.

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