Interactive activities such as games and polls worked best; long videos and difficult assignments reduced engagement.
D02 · Research & Evaluation
Virtual Club UX Study
A usability evaluation of online learning modules combining surveys, interviews, task testing, and a prioritized error taxonomy.
UX ResearchUsability TestingInterviewsAnalysis
The question
Find the specific content and platform issues preventing teens from completing virtual learning modules.
Approach
- 0130 participants ages 13–18
- 02Surveys, interviews, and task-based usability testing
- 03Critical, major, minor, and cosmetic error classification
- 04Prioritized recommendations tied to observed failure points
Key findings
Navigation was generally clear, but video playback failures and unclear quizzes created critical task barriers.
The error taxonomy separated release-blocking problems from smaller copy and formatting improvements.
From evidence to action
The study produced a practical improvement sequence: fix playback, clarify quiz instructions, shorten videos, align interactions with learning objectives, and add regular usability checks. That made the research usable as a product-quality backlog rather than a one-time report.