Mobile and tablet apps
In 30 seconds
The problem
The mobile app was a copy of the desktop product: confusing navigation and a course player not built for mobile.
What I did
I rebuilt the navigation, designed a dedicated mobile player, the apps’ design system, coach features and a challenge mode.
The impact
×3 mobile active users, ×1.7 activities per learner, and new mobile deals won.
360Learning is a collaborative learning platform trusted by 1,200 customers worldwide, including LVMH, AXA, Lego and Criteo.
ContextA web product, with an app on the side
Historically, 360Learning has always been a web product, with all major features on desktop. There are two major roles:
- The learner plays courses and programs, chats, and more.
- The coach or admin creates courses, follows learners’ data and answers their questions.
The product was not mobile-first: new features came to the web first, then to mobile if bandwidth allowed. The existing app let people play courses on mobile, but without a dedicated mobile experience.
The product team wanted a dedicated product designer for the mobile and tablet apps. My main objective was to create a coherent and user-friendly app that helps learners follow their courses on mobile, and helps 360Learning win new mobile deals.
ProcessHow I worked
- Define the why before the how: why are we doing this, why do our learners want it?
- Discoveries with users, and business feedback collected
- Wireframes and user flows
- UI and design system
- Prototypes, low fidelity (Figma) and high fidelity (Principle)
- User tests, remote (Maze) or in person
- Ticket creation on GitHub, and review
- Data (Amplitude) to analyse and optimise the design
My workMapping before redesigning
Joining a product that is already built is always difficult, even more so with 360Learning and its many features and use cases. I spent my first weeks using the entire product, then mapped every mobile screen. It showed what the app could do, what it couldn’t, and where the blocking points were.
Based on this mapping, the data, and discussions with the product manager, we defined the key elements to rework.
1. RedesignA new navigation
Problem
The app was not user-friendly. Several ways to navigate got users lost, and finding something was hard, as discoveries with learners and in-house teams confirmed. Navigation and hierarchy called for a redesign.
Solution
We reorganised the whole app around a clear tab bar with clear sections, and kept the interface minimal to put the content forward.
Key results
We tracked mobile active users for a few months: they were multiplied by 3 on both iOS and Android. This also reflects business won on mobile thanks to the new design, as more clients meant more active users.
2. PlayerA dedicated mobile player
The player covers every activity a learner plays in a course or program: text, video, or questions to answer. It is the most important part of the product.
Problem
The mobile player was the same as on desktop: not mobile-friendly, with unadapted components.
Solution
We designed a new player for mobile, with new ways of answering, new interactions and a new dark UI. The dark background increases focus and reduces distraction during a course, and clearly separates the player from the rest of the navigation.
Key results
We tracked the number of activities played on mobile per user: it was multiplied by 1.7.
3. Design systemConsistency across platforms
To keep the product consistent across platforms, we created three design systems: one for desktop, one for the apps, and a shared one for colours, fonts and icons. I was in charge of the apps’ design system, built in Figma with variants and auto layout.
4. Admin featuresCoaches in the app
The app focused only on learners: admins and coaches couldn’t take any action from it. We added key actions to help them follow their learners intuitively.
5. GamificationChallenge mode
To increase engagement while learning, we launched challenge mode: from the app, learners challenge one or several people on a course.
6. TabletTablet screens