Learning Management System

A web platform for employee training programs in large organizations

Overview

The Challenge

This project was completed for a company that creates employee training programs. The company wanted to increase the efficiency of its programs by developing a custom learning management system (LMS) that would streamline the delivery and administration of training materials.

Deliverables

The company had an aggressive development timeline, and there was no room to negotiate. Fortunately, expected deliverables were scaled appropriately:

  • Wireframes for three distinct user types

  • High-fidelity mock-ups for one user type

My Role

I led a team of two UX/UI designers. Quenton Juma headed research, and Nurcan Gumus headed UI design. I took responsibility for gathering feedback from the CEO and stakeholders and translating it into sketches and wireframes.

Process

In addition to working under a time constraint, we had no direct access to the company’s user data or to its users themselves. Following a full UX process wasn’t possible. Therefore, we adapted the process to the realities of the project.


Research

Building Upon Assumptions

The company shared user insights from its white papers. We also had assumptions about users, based on our own experiences with employee training. These insights and assumptions formed the basis of three user personas.

The Learner

Pain points:

  • Afraid of asking questions

  • Afraid of making mistakes

  • Feels overwhelmed

  • Doesn’t receive enough guidance

Needs a platform to facilitate their gaining proficiency in the skills they need for the job

The Manager/Coach

Pain points:

  • Has to answer lots of questions

  • Has to correct lots of errors

  • Afraid of making mistakes that impact training

  • Frustrated by the time needed for training

Needs a platform for managing and tracking learners that requires minimal hand-holding

The Administrator

Pain points:

  • Has to answer lots of questions

  • Has to correct lots of errors

  • Frustrated by the time needed for training

Needs a platform for implementing training programs that requires minimal hand-holding

Validating Assumptions

To see if our personas were accurate enough to guide design, we consulted training literature and surveyed professionals about their training experiences.

Findings:

  • All persona pain points were emphasized by all sources

  • We noted a strong tension between two desires in trainees and trainers:

    • Trainees wanted both to be independent and to have guidance

    • Trainers wanted trainees to be independent but also wanted to guide them

  • To resolve this tension, an LMS should facilitate learning through:

    • an uncomplicated, intuitive interface

    • a full, clear view of the training program

    • an indicator of the user’s progress toward completion

Competitive Analysis

In order to meet our deadline, we’d have to borrow patterns from existing LMS models, so we consulted prominent platforms. Three in particular inspired us.

Features:

  • Course overview and map with time estimates

  • Enables users to ask questions and make notes

Interface:

  • Minimalist aesthetic reliant on text, white space, and small icons to direct the user’s attention

  • Generally light color palette, reserving darker shades for headers and major actions

  • Screen divided into a narrow left-hand navigation and a wider right-hand area for action


Design

Moodboard

The company already had a style guide for its website. Consisting of bold purples and blues and legible sans-serif fonts, it seemed suitable to the LMS. To confirm this, we gathered imagery reflecting important ideas for the LMS to convey to users:

  • Trust

  • Teamwork

  • Achievement

  • Simplicity

  • Modernity

Key Takeaways

  • The existing style guide did, in fact, suit the LMS.

  • Uncomplicated imagery emphasized the need for a minimalist interface

First Ideation

Our initial sketches proposed a basic calendar-centered interface for all user types. These gave us something to share with CEO to start gathering feedback.

Refinement

Multiple rounds of feedback on sketches and rough early wireframes resulted in fuller sketches capturing most needed functionalities, allowing us to move forward with designing in Figma.

Wireframes and High-fidelity Mock-ups

Based on our final sketches, we built wireframes for all three user types, giving us our first complete view of the LMS. We also made rough high-fidelity mock-ups of key screens.


Validation

Round 1

Although we had no access to users for one-on-one usability tests, we presented our work to key stakeholders, including a representative from one of the company’s major clients.

Feedback:

  • Stakeholders requested no major changes, validating our design direction

  • Stakeholders requested two additional interfaces to complete the LMS, one for team members and one for one for company administrators

“I really like that this is simple … Most LMS’s are a nightmare.”

— Program Designer

Round 2

After making revisions, we presented one last time to stakeholders.

Feedback:

  • Stakeholders requested no major changes, validating our revisions

  • Stakeholders requested that the team member interface be discarded because it was too similar to the manager/coach interface

“It’s a lot of work to make something simple … It’s very tempting to add and add.”

— CEO


Final Design

The wireframes and high-fidelity mock-ups now addressed user needs as simply as possible. The company was satisfied, and we handed off designs on schedule.

“You really pulled it together and comprehensively captured our UX needs ... I really appreciate how quickly you responded to updates and changes and turning these around for our clients, consultant, and dev team to have the highest quality.”

— CEO


Prototype


Insights

The design process must be adaptable.

Even if factors make following the full UX process impossible, the designer still has to find ways of meeting users’ needs as much as possible.

Challenging assumptions is essential.

In the absence of direct interaction with users, thoughtfully gathered stakeholder feedback can still anchor a designer’s decisions.

Make use of viable existing materials.

If a client asks for a refresh of old materials, validate them before discarding. Using old materials that still meet users’ needs is good design.

Good design is about refining solutions.

There’s no need to reinvent the wheel in designing a new product. Instead, adapt and improve upon patterns from successful existing models.