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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

Interactive activities such as games and polls worked best; long videos and difficult assignments reduced engagement.

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.

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