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Ian Roberts / Portfolio 2023

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FUTURELEARN APP VISION

NOVEMBER 2021

App vision: Learning suggestions

Create a vision for a native app to deliver a standout learning experience that complements FutureLearn’s established web presence and contributes to the overall business strategy of generating revenue in a subscription model.


01 / Summary 

What was delivered and how?

Team

  • Design Lead

  • PM

  • Researcher

  • Tech Lead

What I did

  • Research planning

  • Workshop facilitation

  • Interview & focus group facilitation

  • Research synthesis

  • Wireframing

  • Prototyping

  • Mobile app design

  • Roadshow presentations

Deliverables

  • Problem defining workshop

  • A fully-detailed journey map

  • Wireframes

  • User-interface designs

  • High-fidelity prototype

  • Video explainers

Impact

We created a 12-18 month app vision with a roadmap and MVP launch strategy, approved by Senior Leadership. Months later, during FutureLearn’s transformation, the app vision served as a model for the entire platform’s evolution.


02 / Understanding the problem

FutureLearn has an established responsive web app having served around 18 million learners since its startup days in 2012. The foremost questions I had at this starting point were:

  • Why does FutureLearn need an app?

  • What value would it bring to its users and the business that it doesn’t already have?

  • Why now?

From talking to teams internally there was a lot of evidence pointing towards requests from users for an app:

  • It was frequently mentioned in requests to the Community team

  • It featured repeatedly in NPS surveys 

  • “FutureLearn app” is a frequently used search term

  • We even found fake FL apps in app stores with thousands of downloads.

  • All FL’s competitors have native apps leading to expectations from learners that we at least match up to those experiences

Why now? Through talking to senior stakeholders there were several business reasons that pointed towards the need for an app.

FutureLearn attracted many new users to free courses, but engagement and retention were low (1.3 courses completed on average), and paid conversions were poor.

Apps lower engagement barriers and enable learning on the go, boosting usage frequency. Higher usage improves learning and customer retention. As FL shifts from freemium to subscription, apps and in-app payments offer a new revenue channel.


03 / Research  

Working with a researcher we put together a 3-stage research plan:

  1. Gather and review - Gather existing knowledge from appropriate sources. Review these to identify key themes which can be explored further

  2. Update and validate - Update existing knowledge to make sure that it is still relevant for 2021. Validate findings at scale to ensure that they represent our learners accurately

  3. Define and discover - define knowledge gaps and how they can be filled. Discover new insights into the problems that can help fill these gaps

The research itself consisted of a survey sent out to 10,000 learners and a series of 1-1 interviews with current learners.

The research revealed some interesting findings. Here are a few highlights:

Smartphones and desktops served different learning roles. In the Global North (developed economies), smartphones complemented desktops, with learners switching devices based on context. In the Global South (developing economies), smartphones were the primary learning device.


We also learned about the learner segments who would be most interested in an app. These were:

  • Global South learners

  • Professional learners

  • 18-34 year olds

  • Those who studied >10 courses in the last quarter


We uncovered the primary reasons learners would use a smartphone for learning:

1. The ability to learn anywhere.

2. Convenience.

3. Ease of access.

4. Being unable to access a computer (either temporarily or permanently).

5. The ability to quickly do things (e.g. check updates, discover courses).


And learners preferences for particular smartphone features:

Must have

  • Transcripts, adjustable video speeds, commenting, course discovery

Should have

  • Progress indication, to-do list, picture-in-picture, downloads, low data/offline mode, screen rotation, variable font sizing, achievements area, wishlist, highlighting and bookmarking

Could have

  • Widget, study reminders, sharing, help centre

Won’t have

  • Push notifications, purchasing and subscription management, audio only content, live chat


04/ Proposition testing - what direction should a FL app take?

Following this initial research phase I then created a set of five distinctly different app propositions to test internal thinking around a range of ideas.

The propositions ranged from simply replicating FutureLearns website (web replacement), to purpose-built courses exclusively using short video content (app exclusive) and a purely social experience without the traditional learning element.

Propositions as Top Trumps cards for socialising in business teams

Internal workshops with key teams refined propositions through diverse feedback. A major blocker was content: most courses are from external partners, so altering them would breach IP agreements and demand significant effort. Thus, I narrowed the propositions to:

  • Learn with others - a proposition that looks to enhance the social experience.

  • Make learning fun and engaging - a proposition that looks to introduce a gamification experience.

  • Find what you love to learn - a proposition that looks to enhance the discovery experience.

Next, these improved ideas were tested with 4 learner focus groups: 2 with current learners and 2 with non-learners, all in the UK. The response was positive, and the discussions gave many ideas about what the app should or shouldn’t have.

View fullsize App propositions
App propositions
View fullsize Proposition workshop board
Proposition workshop board
View fullsize Proposition workshop board
Proposition workshop board
View fullsize Focus group idea generation
Focus group idea generation

05/ Bringing the vision to life

After research, I collaborated with the PM to synthesise focus group insights and shape the app direction. The key issue identified was low learner engagement, causing poor outcomes and high attrition. We hypothesised that boosting visit frequency and enhancing the learning experience would improve course completion, outcomes, retention, and willingness to pay.

We articulated this with a vision statement:

As a learner I can study from any device, wherever I choose and at a pace that suits me. I’m guided and supported to achieve my goals with the tools I need to learn, connecting me with like-minded people and illustrating progress and achievement along the way, at an affordable price

We then moved on to identifying themes to be showcased in the vision. These included:

  • Learners struggle to commit and maintain learning routines.

  • Learners often lack motivation and forget to study.

  • We lack expected online learning tools like note-taking, bookmarking, and highlighting.

  • The idea of progress and its communication is often confusing or lacking.

  • Learning isn’t easy—no simple way to review, reflect, or extract key takeaways.

  • In today’s world our social offering is simplistic

  • Large-scale social interaction reduces overall engagement. 

  • Quizzes and assessments are neither rigorous nor really engaging

I then spent 3 weeks creating a high-fidelity prototype (in Figma) illustrating 5 key flows within the app. I also made narrated videos of each flow to enable these ideas to be shared more widely.

View fullsize Courses screen
Courses screen
View fullsize Set learning goal
Set learning goal
View fullsize Available study time
Available study time
View fullsize Learning suggestions
Learning suggestions
View fullsize Video step / toolbar
Video step / toolbar
View fullsize Revision playlist
Revision playlist
View fullsize Playlist recommendations
Playlist recommendations
View fullsize Quiz step
Quiz step
View fullsize Chatbot quiz
Chatbot quiz
View fullsize Commenting
Commenting
View fullsize Comment - voice input
Comment - voice input
View fullsize Audio step
Audio step
View fullsize Highlighting / note taking
Highlighting / note taking
View fullsize Access expired prompt
Access expired prompt
View fullsize In-app payment
In-app payment
View fullsize Subscription message
Subscription message
View fullsize Vertical flow start
Vertical flow start
View fullsize Vertical flow overview
Vertical flow overview
View fullsize Vertical flow step
Vertical flow step
View fullsize Vertical flow video
Vertical flow video
View fullsize Vertical flow audio
Vertical flow audio
View fullsize Vertical flow commenting
Vertical flow commenting
View fullsize Vertical flow activity
Vertical flow activity
View fullsize Vertical flow subscription
Vertical flow subscription
View fullsize Vertical flow celebration
Vertical flow celebration
View fullsize Vertical flow achievement
Vertical flow achievement
View fullsize Vertical flow sentiment
Vertical flow sentiment

06/ Roadshow

The final stage was to share our ideas across the business, gather feedback, and refine them. We presented to internal teams, held a company-wide demo, and held 1-1 sessions with senior leaders and key stakeholders.


07/ Outcomes

After the roadshows, we entered planning. Stakeholders challenged our decision to exclude an app discovery feature. We questioned whether enrolling users in more courses, likely incomplete, was better than focusing on retention and engagement of existing users. Research showed discovery was the least appealing app feature, with only 15% of website users finding discovery problematic. We proposed first boosting app engagement and retention, then expanding discovery. This approach gained consensus, and we defined an MVP for release in six months.

The FutureLearn app was released to the App Store in August 2022.