top of page
sw1_edited_edited_edited_edited_edited
sw2
SW3
Screen Shot 2017-06-01 at 1.35.26 PM
Screen Shot 2017-06-01 at 1.36.33 PM
Screen Shot 2017-06-01 at 1.36.20 PM

MOBILE APP

Client: Swinburne Online

Project type: Usability Testing

The challenge

Swinburne Online launched its Canvas mobile app in early 2017 to help make their students' learning experience easier.  To improve this service, the client wished to carry out usability testing to deliver insights and recommendations on what students liked and didn't like about the app, whether any functionality was missing, the relationship between the app and the web version of Canvas, how the app could be used to add value to their learning experience with Swinburne Online, and finally the next steps to help improve the app

 

Research approach

  • 7 x user testing sessions were undertaken

  • Each session comprised two key elements (1) a brief interview to understand the user, their learning needs and behaviours, and expectations of a dedicated Swinburne Online app; and
    (2) completion of tasks to test the usability, features and concepts within the Learning Component element of the app

  • Testing was carried out on ios and android platforms

 

Key learnings

It was identified that students valued the app, and saw it as a handy, complementary tool which made students feel they could readily access their study materials – making their studies easier, and increased their sense of engagement with their studies. A range of usability issues were uncovered around scannability and searchability of content

 

My role

Conducted the usability testing sessions. Sythesised findings & generated insights, opportunities & recommendations for the Swinburne Online team. I also prepared and presented the final report

 

Impact on the business

Enhancements to the app were made in line with project recommendations. As a result of this work, I was involved in a followup research piece on the website version of Canvas in May-June 2017

bottom of page