Vento

Vento

Enhancing education through student involvement

Enhancing education through student involvement

Speciality
Speciality
Product design
Release
Release
December 2021
Vento Cover
Vento Cover

The Background

The Background

Indonesian students show a strong interest in participating in various activities such as webinars, workshops, and competitions. During the pandemic, this enthusiasm grew as students sought meaningful ways to spend their free time. The government has supported this by launching initiatives like Kampus Merdeka, Kampus Mengajar, and Bangkit.

However, despite these efforts, many students still lack access to information about ongoing activities. This gap leaves them unaware of opportunities that could benefit their personal and professional growth.
Indonesian students show a strong interest in participating in various activities such as webinars, workshops, and competitions. During the pandemic, this enthusiasm grew as students sought meaningful ways to spend their free time. The government has supported this by launching initiatives like Kampus Merdeka, Kampus Mengajar, and Bangkit.

However, despite these efforts, many students still lack access to information about ongoing activities. This gap leaves them unaware of opportunities that could benefit their personal and professional growth.
The Design Process to find solutions
The Design Process to find solutions

Design Process

Design Process

To tackle this challenge, I applied the Design Thinking methodology to identify the problem and validate potential solutions. As a precursor to user research, I conducted competitive analysis to better understand the landscape and establish a strong foundation.
To tackle this challenge, I applied the Design Thinking methodology to identify the problem and validate potential solutions. As a precursor to user research, I conducted competitive analysis to better understand the landscape and establish a strong foundation.
The list of competitors that I analyzed for the same product
The list of competitors that I analyzed for the same product

Competitive Analysis

Competitive Analysis

I analyzed three major platforms: SejutaCita, Eventbrite, and Loket.com, and identified the following insights:

  • Homepage optimization: Many competitors fail to utilize the homepage effectively, missing the opportunity to guide users to explore core features.

  • Overloaded rewards pages: Excessive information on rewards pages can distract from the intended purpose.

  • Lack of insights: Registration insights could be tailored to meet specific app needs.

  • Limited organizer communication: Users cannot easily contact event organizers for queries.

  • Effective tagging: Event categories are well-defined, but additional context could improve usability.

  • Offline communication gaps: Platforms don’t address internet connectivity issues, leading users to blame the app when disruptions occur.

Before empathizing with users, I did a competitive analysis to have enough insights to start research. In order to understand what I will build, I analyzed the SejutaCita, Eventbrite, and Loket.com apps. Here are the results I got when doing a competitive analysis:
  • There are still many competitors who do not maximize the Home page well, even though the Home is a page where users can explore what features are in the application.

  • Too much information is displayed on the Rewards page, so the user's initial goal is to see the nominal reward that should be less highlighted
  • Insights regarding an event registration can be improvised according to the application's needs.
  • Event organizers cannot be contacted about their events.
  • Tagging is good enough to distinguish event categories.

  • Competitors don't provide information if the internet is down, so the users will blame the app itself and give lousy feedback.

Here are my supporting tools for doing research: Interview Question Guideline (to ask the question points that have been prepared), Pen & Book (to record the insights obtained), Recorder (as a reminder to re-listen), and Phone (as an additional tool in research)
Here are my supporting tools for doing research: Interview Question Guideline (to ask the question points that have been prepared), Pen & Book (to record the insights obtained), Recorder (as a reminder to re-listen), and Phone (as an additional tool in research)
An in-depth interview conducted via Google Meet
An in-depth interview conducted via Google Meet

Research Preparation & Execution

Research Preparation & Execution

To ensure a focused and effective research process, I developed a research plan. I conducted interviews with five participants aged 21+ from East Java who frequently engage in student activities.
To ensure a focused and effective research process, I developed a research plan. I conducted interviews with five participants aged 21+ from East Java who frequently engage in student activities.
Synthesize Research Results at Miro
Synthesize Research Results at Miro

Synthesizing Research Results

Synthesizing Research Results

Using Miro for card sorting, I clustered raw insights into actionable insights and mapped the user journey. You can access Miro through the link here.
Using Miro for card sorting, I clustered raw insights into actionable insights and mapped the user journey. You can access Miro through the link here.

Key Insights

Key Insights

  • Students prefer participating in activities when invited by friends.
  • They value understanding the benefits of participation.
  • Activities related to student development are more appealing.
  • Payment preferences include mobile banking and e-wallets.
  • Gamification and rewards motivate participation.
  • Students prefer participating in activities when invited by friends.
  • They value understanding the benefits of participation.
  • Activities related to student development are more appealing.
  • Payment preferences include mobile banking and e-wallets.
  • Gamification and rewards motivate participation.
Users Journey Map
Users Journey Map

User Journey

User Journey

There are five journeys in the defined journey, namely the journey when:
(1) Looking for information, (2) Obtaining information, (3) Studying requirements, (4) Registering, and (5) Participating in activities.
There are five journeys in the defined journey, namely the journey when:
(1) Looking for information, (2) Obtaining information, (3) Studying requirements, (4) Registering, and (5) Participating in activities.

Pain Points

Pain Points

As a result of the final insights, here are some pain points I identified:
- Respondents find it challenging to get information about the activities they are interested in.
- Respondents do not know the benefits of the activities to be joined.
- Information about activities on social media is too crowded, and there is no particular platform to gain the specific event information.
- Lack of relationships owned by respondents.
- Respondents do not know the format if they want to hold an activity.
- Respondents find it challenging to meet the requirements for participating in an action of interest.
-Respondents have problems with internet connection and quota.
- Respondents have difficulty contacting the event organizer.
- Respondents have difficulty finding activities that are related to something they are interested in.
- Respondents often forget if the activity they are participating in has started.
As a result of the final insights, here are some pain points I identified:
- Respondents find it challenging to get information about the activities they are interested in.
- Respondents do not know the benefits of the activities to be joined.
- Information about activities on social media is too crowded, and there is no particular platform to gain the specific event information.
- Lack of relationships owned by respondents.
- Respondents do not know the format if they want to hold an activity.
- Respondents find it challenging to meet the requirements for participating in an action of interest.
-Respondents have problems with internet connection and quota.
- Respondents have difficulty contacting the event organizer.
- Respondents have difficulty finding activities that are related to something they are interested in.
- Respondents often forget if the activity they are participating in has started.
Curating ideas from pain points
Curating ideas from pain points

Ideation

Ideation

I develop ideas using the Miro application by considering the respondents' pain points. Access the Ideate section here.
I develop ideas using the Miro application by considering the respondents' pain points. Access the Ideate section here.

Provide update & detailed information

Provide update & detailed information

Missing information often occurs due to a lack of transparency from the organizers, so when organizers want to create events through the application, they are required to include descriptions, benefits, times, and others.
Missing information often occurs due to a lack of transparency from the organizers, so when organizers want to create events through the application, they are required to include descriptions, benefits, times, and others.

Provide a template format

Provide a template format

Many students are confused when they want to create or spread their events. Therefore, a structured template was created so that they could easily share this information with the public.
Many students are confused when they want to create or spread their events. Therefore, a structured template was created so that they could easily share this information with the public.

Provide access to contact the event organizer

Provide access to contact the event organizer

The difficulty of contacting event organizers is one of the obstacles for students to participate in activities
The difficulty of contacting event organizers is one of the obstacles for students to participate in activities

Provide recommendations for related activities

Provide recommendations for related activities

Students have difficulty finding activities according to the activities they are interested in. So, displaying suggestions with similar events will be very helpful for them.
Students have difficulty finding activities according to the activities they are interested in. So, displaying suggestions with similar events will be very helpful for them.

Provide a calendar with date markings

Provide a calendar with date markings

Students often forget about some of the events they have registered, so a visual reminder of when an activity is held is needed.
Students often forget about some of the events they have registered, so a visual reminder of when an activity is held is needed.

Give challenges with discounts, funds, and data package

Give challenges with discounts, funds, and data package

Students need encouragement so that they are moved and excited to do something. Therefore, gamification is applied so that many students participate in using the application.
Students need encouragement so that they are moved and excited to do something. Therefore, gamification is applied so that many students participate in using the application.

Inviting others to join activities

Inviting others to join activities

The majority of students participate in an activity because their friends also register for the activity.
The majority of students participate in an activity because their friends also register for the activity.
Vento Prototype in Figma
Vento Prototype in Figma

Prototyping & Testing

Prototyping & Testing

I developed a prototype to evaluate product flow and validate features through user testing. The prototype and test results are available on the Maze platform here.
I developed a prototype to evaluate product flow and validate features through user testing. The prototype and test results are available on the Maze platform here.

Conclusion

Conclusion

By addressing gaps in accessibility and usability, this project aims to empower students to engage more actively in educational activities. Leveraging gamification, personalization, and seamless communication, the proposed solution fosters a more inclusive and participatory student ecosystem.
By addressing gaps in accessibility and usability, this project aims to empower students to engage more actively in educational activities. Leveraging gamification, personalization, and seamless communication, the proposed solution fosters a more inclusive and participatory student ecosystem.
Muchtarruddin © 2024
Muchtarruddin © 2024
Muchtarruddin © 2024