Back

Studydrive

Studydrive

Studydrive

Studydrive

Back

Studydrive

Studydrive

Studydrive

Improving designs and experience of Europe's largest student community

Improving designs and experience of Europe's largest student community

Improving designs and experience of Europe's largest student community

Role

Role

Role

UX Designer & Researcher

UX Designer & Researcher

UX Designer & Researcher

Responsibilities

Responsibilities

Responsibilities

Product discovery, experience & interface design, illustrations

Product discovery, experience & interface design, illustrations

Product discovery, experience & interface design, illustrations

Problem space

Problem space

Problem space

Europe's largest student community has the potential to further enhance user activity during non-exam months and foster meaningful engagement among its members. By addressing the current challenge of lower user activity during these periods, the community can have continuous interactions for knowledge-sharing, collaboration, and resources, ultimately creating a dynamic and thriving student community all year round.

Europe's largest student community has the potential to further enhance user activity during non-exam months and foster meaningful engagement among its members. By addressing the current challenge of lower user activity during these periods, the community can have continuous interactions for knowledge-sharing, collaboration, and resources, ultimately creating a dynamic and thriving student community all year round.

Europe's largest student community has the potential to further enhance user activity during non-exam months and foster meaningful engagement among its members. By addressing the current challenge of lower user activity during these periods, the community can have continuous interactions for knowledge-sharing, collaboration, and resources, ultimately creating a dynamic and thriving student community all year round.

Projects

Projects

Projects

  1. Gamification

  1. Gamification

  1. Gamification

As a continuous initiative within the company, I took charge of this iterative research and design project to drive user engagement during non-exam months.

As a continuous initiative within the company, I took charge of this iterative research and design project to drive user engagement during non-exam months.

As a continuous initiative within the company, I took charge of this iterative research and design project to drive user engagement during non-exam months.

  1. Social sharing

  1. Social sharing

  1. Social sharing

An example project as the company was implementing a new agile process, Social Sharing was a discovery aiming to drive organic user growth.

An example project as the company was implementing a new agile process, Social Sharing was a discovery aiming to drive organic user growth.

An example project as the company was implementing a new agile process, Social Sharing was a discovery aiming to drive organic user growth.

  1. User avatars illustrations

  1. User avatars illustrations

  1. User avatars illustrations

A small and fun task to create iconic illustrations that complement Studydrive's new visual identity.

A small and fun task to create iconic illustrations that complement Studydrive's new visual identity.

A small and fun task to create iconic illustrations that complement Studydrive's new visual identity.

  1. Prototype & validate

Creating lo-fi wireframes to test, I was able to collect rooms for improvement. The feedback was the basis for the brand guidelines and final user interface.

  1. Gamification

  1. Gamification

  1. Gamification

Studydrive would like to increase their support for the users during non-exam months. After all, study time doesn't only limit to exam time! Prior to my time at the company, the team ideated and agreed that a gamification would be a suitable choice to solve the problem.


As the lead designer for the project, I initiated to conduct the research to understand the status quo of the user problems during non-exam months and the users' familiarity with gamified products.


The result from the first testing round was overwhelmingly successful so we decided to iterate the idea and test it further.


As a solution that could potentially change the interactions, brand, and the experience in general of the users, I also conducted the exploratory research to uncover untapped opportunities for the company in general. The result of the research currently serves as a ground piece of work for the product.



If you want to know more about the process & challenges during the Gamification project, write me and we can chat!

Studydrive would like to increase their support for the users during non-exam months. After all, study time doesn't only limit to exam time! Prior to my time at the company, the team ideated and agreed that a gamification would be a suitable choice to solve the problem.


As the lead designer for the project, I initiated to conduct the research to understand the status quo of the user problems during non-exam months and the users' familiarity with gamified products.


The result from the first testing round was overwhelmingly successful so we decided to iterate the idea and test it further.


As a solution that could potentially change the interactions, brand, and the experience in general of the users, I also conducted the exploratory research to uncover untapped opportunities for the company in general. The result of the research currently serves as a ground piece of work for the product.



If you want to know more about the process & challenges during the Gamification project, write me and we can chat!

Studydrive would like to increase their support for the users during non-exam months. After all, study time doesn't only limit to exam time! Prior to my time at the company, the team ideated and agreed that a gamification would be a suitable choice to solve the problem.


As the lead designer for the project, I initiated to conduct the research to understand the status quo of the user problems during non-exam months and the users' familiarity with gamified products.


The result from the first testing round was overwhelmingly successful so we decided to iterate the idea and test it further.


As a solution that could potentially change the interactions, brand, and the experience in general of the users, I also conducted the exploratory research to uncover untapped opportunities for the company in general. The result of the research currently serves as a ground piece of work for the product.



If you want to know more about the process & challenges during the Gamification project, write me and we can chat!

  1. Social sharing

  1. Social sharing

  1. Social sharing

How might we incentivise users to share more contents from the platform? How might we make the sharing experience on the platform more comfortable and pleasing? These are the initial HMWs and the team and I dived into the project.


Starting with understanding the current sharing experience and identifying the location of it in the user journey, I led the team to conduct research on the user motivations in sharing.


The insights on user motivations and current pain points guided us to ideate with the multidisciplinary team. We tested the prototype of the solutions and saw a significant increase of usability score.


After 6 weeks, an implementation proposal was drafted - giving a guide on the order of solution implementation based on efforts and impacts. It also detailed the success metrics to track for each implementation interval.



If you want to know more about the process & challenges during the Social Sharing project, write me and we can chat!

How might we incentivise users to share more contents from the platform? How might we make the sharing experience on the platform more comfortable and pleasing? These are the initial HMWs and the team and I dived into the project.


Starting with understanding the current sharing experience and identifying the location of it in the user journey, I led the team to conduct research on the user motivations in sharing.


The insights on user motivations and current pain points guided us to ideate with the multidisciplinary team. We tested the prototype of the solutions and saw a significant increase of usability score.


After 6 weeks, an implementation proposal was drafted - giving a guide on the order of solution implementation based on efforts and impacts. It also detailed the success metrics to track for each implementation interval.



If you want to know more about the process & challenges during the Social Sharing project, write me and we can chat!

How might we incentivise users to share more contents from the platform? How might we make the sharing experience on the platform more comfortable and pleasing? These are the initial HMWs and the team and I dived into the project.


Starting with understanding the current sharing experience and identifying the location of it in the user journey, I led the team to conduct research on the user motivations in sharing.


The insights on user motivations and current pain points guided us to ideate with the multidisciplinary team. We tested the prototype of the solutions and saw a significant increase of usability score.


After 6 weeks, an implementation proposal was drafted - giving a guide on the order of solution implementation based on efforts and impacts. It also detailed the success metrics to track for each implementation interval.



If you want to know more about the process & challenges during the Social Sharing project, write me and we can chat!

  1. User avatars illustrations

  1. User avatars illustrations

  1. User avatars illustrations

As a small fun task for the redesign of Studydrive, I redrew the user avatars to match the new visual identity of the product.

As a small fun task for the redesign of Studydrive, I redrew the user avatars to match the new visual identity of the product.

As a small fun task for the redesign of Studydrive, I redrew the user avatars to match the new visual identity of the product.