top of page

DUX ASG1

Revamping an existing Institution of Higher Learning Mobile App

Chosen App

suss-backpack.png

App Name:

​

Institution of Higher Learning (IHL):

​

Purpose:

SUSS Backpack

​

Singapore University of Social Sciences (SUSS)

​

SUSS Backpack helps students to access interactive study guides, recorded lectures and past year exam papers conveniently. Important notification from the Institution can be received immediately and useful student resources are available. All these enhances students' learning experience in SUSS. 

Persona

personaduxasg1.png

I started out with selecting my target audience, a student from SUSS who uses SUSS Backpack. I asked about basic information first, such as name, age, course and year of study. Then, I got to know more about her regarding their hobbies, favourite brands, software or tools they use often, which devices they use, their daily life, goals, frustrations, and what they aim to do to achieve their goals. This allows me, as a UX designer to better understand the perspective of a user and empathise with them. Lastly, I crafted a persona out of my target audience to summarise and organise all the information I have.

First,

empathymapduxasg1.png

Empathy Map

I also asked about her experience on the app and the comparison between SUSS backpack and other similar educational app she have used. I summarised it using an empathy map in terms of what she say and do, what she think and feel, what she see, hear, her pains and her gains. It appears that her experience with SUSS Backpack have been negative so far from SUSS Backpack's incomplete features and functionality. The empathy map is an addition to the persona to empathise with the user.

Storyboard

storyboardduxasg1.png

Another addition to the persona is the storyboard of a day in the life of my user. I enquired about how a school day in my user's life would be like and presented it as a storyboard. As my user only have classes twice a week, I showed her general routine in this storyboard. I specifically included two moments she would be using the app to show when and what she uses her app for. This has helped me to assign my main objectives for my UX design.

User Journey Map

userjourneymapduxasg1.png

The user journey map has help me to visualise where user will head to to achieve their intended goal in the app I have revamped. I have categorised into different goals, specifically checking of course timetable, marking of attendance and checking of academic calendar. I later on further broke it down into the status of the application like if the user is logged in or out, the navigating user and user being in course activity section.

Competitive Analysis

mstudent.png

App Name:

​

Institution of Higher Learning (IHL):

​

Purpose:

mStudent

​

Ngee Ann Polytechnic (NP)

​

Similar to the SUSS Backpack app, mStudent is an IHL application that helps students to check timetable and provide features to assist students in their daily life.

Home Screen

nphome.png
susshome.png

I compared the home screen and pointed out the main differences

​

mStudent

icons 

hamburger navigation 

displayed content

Timetable

nptimetable.png
susstimetable.png

SUSS Backpack

words

bottom navigation

​

I compared the timetable screen and pointed out the main differences

​

mStudent

horizontally arranged 

displayed with coloured blocks

SUSS Backpack

vertically arranged

displayed in table and calendar

SP Mobile V2

​

Singapore Polytechnic (SP)

​

Similar to the SUSS Backpack app, SP Mobile V2 is an IHL application that helps students have a memorable learning experience.

Screenshot 2020-05-23 at 8.45.44 PM copy

App Name:

​

Institution of Higher Learning (IHL):

​

Purpose:

Home Screen

Timetable

SPhome.png

I compared the home screen and pointed out the main differences

​

SP Mobile V2

icons 

hamburger navigation 

displayed content

SUSS Backpack

words and pictures

bottom navigation

​

susshome.png
SPtimetable.png
SUSSlighttimetable.png

I compared the timetable screen and pointed out the main differences and similarities

​

SP Mobile V2

horizontally arranged 

has multiple timetable

has calendar

SUSS Backpack

vertically arranged

has class timetable only

has calendar

Login

SPlogin.png
SUSSlogin.png

I compared the login screen and pointed out the main differences and similarities

​

SP Mobile V2

student or public login

centralised

type login

SUSS Backpack

4 user login

aligned toward the top

has face id log-in

canvas copy.png

Canvas Student​

​

Instucture Inc.

​

Similar to the SUSS Backpack app, SP Mobile V2 is an application that helps students have a memorable learning experience. This app is however catered to various universities in Singapore.

App Name:

 

Organisation:

​

Purpose:

Home Screen

canvascourse.png
canvashome.png
susscourse.png
susshome.png

I compared the home screen and pointed out the main differences

​

Canvas

2 by 2 layout

hamburger navigation 

courses on home page

SUSS Backpack

words and pictures

bottom navigation

main navigation on home page

Course

I compared the course screen and pointed out the main differences and similarities

​

Canvas

coloured header

vertically organised

SUSS Backpack

plain and minimalistic

vertically organised

Final Prototype

Revamped App: My SUSS

Improvements

Instead of having a single lined layout, I noticed that most apps have icons and words in a grid layout in the home page to navigate into inner sections. It is more eye catching due to the logo as visual people would notice it due to it's colour contrast and size. Full page main navigation have been transformed into a hamburger navigation and I have kept the main colour schemes mostly, only adding another colour to the gradient. Home page has changed to be more customised to show students' classes on that day itself. A log out button have been added in the navigation to make it easier for the students to log out of the app if they want. I noticed that marking attendance and checking of class timetable are the functions more frequently used and determined that as my main objective when I revamped this app.

goalduxasg1.png
Mark Attendance

As marking attendance is one of my main objective, I made marking of attendance more convenient in my app. As you can see in the user journey map for marking attendance, only 4 taps is required to mark attendance given that you are not logged in. If you are logged in, that's even better. Only 3 taps is required to mark attendance from the home page.

DUXASG1mockuptransparent.png
Final thoughts

Over the course of this assignment, it really prompt me to think in the perspective of a UX designer to determined what I should change and shouldn't. It was the first time I have done a full scale prototyping and i trust that this will add on to my experience as a UX designer. I am glad to have revamped an entire app by myself with the intention of improving user experience.

 © 2021 by Venus Ng. Proudly created with Wix.com

  • github
  • LinkedIn
bottom of page