Vodafone | E-Learning platform
Vodafone | E-Learning platform
UX, User flows, User mapping, IA, UI
The project aimed to address significant usability issues on the corporate learning platform, which served users with varying learning approaches and needs. Feedback showed that users faced difficulties with navigation, identifying mandatory training, and finding relevant, personalised content. By refining these areas, we sought to enhance both ease of use and motivation, ultimately fostering a more supportive learning environment.
π© The Problem
The existing platform presented several usability challenges, including confusing navigation, unclear indicators for mandatory training, and a lack of personalization in the learning experience. Many users struggled to find content suited to their learning goals, with proactive learners feeling limited by generic recommendations, while less-engaged users missed clear guidance. Additionally, the interface lacked gamification elements, which could enhance motivation.
Summary
π― The Objective
Our objective was to redesign the platform to be more user-centered and engaging, addressing key pain points identified through feedback. We aimed to simplify navigation, making it easier to find and access key learning resources. Introduce personalised recommendations to align with each userβs unique learning goals as well as adding gamification features, such as achievement badges, to increase course completion rates and overall engagement
π€ Involvement
As the UX lead, I guided the project through each phase, from initial research to final design implementation. I conducted multiple rounds of user testing, analysing feedback across several sessions to identify patterns in user needs and frustrations. My role also involved close collaboration with product managers, developers, and stakeholders to ensure that our design solutions aligned with technical capabilities and strategic goals.
Conclusion
π Results
The redesign achieved notable improvements in user satisfaction and engagement. Users reported clearer navigation and found it easier to identify mandatory training, thanks to newly added visual indicators. Personalised learning paths and recommendations were well-received, allowing users to engage with content that felt relevant to their goals. Additionally, the gamification elements helped boost course completion rates, as users responded positively to achievements and progress tracking.
π Conclusion
This project transformed the learning platform into a more intuitive and engaging space that caters to diverse user needs. The iterative, feedback-driven approach not only improved user satisfaction but also laid a solid foundation for ongoing enhancements based on real user insights. The redesign succeeded in making the platform a more supportive and motivating enviro
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