KNEW’T:
An Event Planning Platform
Client
KNEW’T
Roles
UI Designer
Summary
My involvement in the project was to focus on the host/organizer interface for an educational event-planning platform.
The Challenge
Build high-fidelity wireframes and prototype for a platform that hosts/organizers use for event creation, provide event support, event marketing, venue coordination, and attendee-focused customer service while also increasing user engagement.
Project Goals
Build a dashboard and management tools.
Event creation process.
Venue coordination.
Event marketing.
Event support.
Research Methods
User Interviews
Market Research Analysis
Persona
Usability Testing
Information Architecture
Our team interviewed 11 participants that had prior teaching or event planning experience. The results showed a pattern of issues that began to emerge, such as spending too much time planning, effectively engaging with students, including feedback and support.
Furthermore, the data showed that desktops and laptops are preferred over mobile devices for complex activities like planning and class preparation. I found that information about venue requirements is essential, and in-person events are valued more than online events, which confirmed my initial assumptions.
Event Planning Is A Complicated Process
The research yielded some significant results regarding the complexities of planning an event. Using multiple software tools across several platforms creates a fragmented experience for users.
This evidence confirmed that users need a centralized, digital solution to organize and promote engaging events.
Key Focus Areas
• What do users need to plan, stay organized, and make the process less time-consuming?
• What essential information do users need when searching for venues?
• How can users promote/market their events?
• How can users better engage with and support students/attendees?
What Users Need
Support
The product should provide users with a flexible environment and the resources to accomplish their unique goals.
Encouragement
It should inspire users in the pursuit of their teaching goals.
Inclusivity
A product that welcomes all types of instructors and learners to create an open and accessible environment.
Structure
Allow users to organize and manage their tasks effectively.
Defining the Product
Through workshops and brainstorming sessions, three critical areas that the concept needed to focus on:
Venue Hub –
The venue-matching tool helps the
user to quickly locate and schedule
venues in order to expedite their
planning process.
Classroom Hub –
The classroom hub allows the user
to identify and address attendee
wants and needs in an open and
interactive environment.
Marketing System –
The marketing system provides a
streamlined experience by
unifying and automating the
promotion of their classes/workshops.
Style Tile Created in Adobe XD
Presenting: KNEW’T!
KNEW’T is the platform that helps save time for skilled users that want to plan, organize, and promote in-person educational events, while also allowing users to engage, support students, and receive feedback.
Outcomes
Key Insights
From usability tests conducted on the prototype, the design team gathered insights from 6 participants, all of whom had either taught their skills to others or planned an event. Users completed each task and found the user flows intuitive and straightforward. 3 features are highlighted as the most useful including venue booking, promotion on social media, and the bulletin board as a way to engage and support students, validating our prototype.
Recommendations
We discovered opportunities for additional features for KNEW’T that can add value based on usability test results, such as:
Smart Posting System
Add more variety to social media posts and give users the ability to schedule posts.
Venue Amenity Filter
Allow users to search for venues with specific requirements such as wifi, projectors, and other necessities.
Auto-Fill
To save time for users by auto-completing information from previous flows.
Mobile or App
Consider having an application or mobile-first design.
Reflections
What I Learned
Initially, I felt a mobile-first design for the MVP would be convenient for users. But after learning what devices teachers felt comfortable using to build their curriculum and the complexities of planning for a class/event, I completely changed my approach to the design.
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