E-learning Challenges with the focus on target users.
We build e-learning systems and platforms that people use and like to use.
To do that, we keep the FUII concept - Functionality, Usability, Intuitiveness and Involvement.
3. • Users are individuals
• Do not customize the user, customize the system for your user
• Content differs
• Flexibility is required, but simplicity is a must
• Flexible (platform) is good – as long as no instructions are required
• Not the form, but execution matters
• E-learning is not the answer, it is the question
• People do not like changes, IT departments fight changes
• Only go for significantly better
• Security matters, but too much security is toxic
• Why so strict?
• Little things
Challenges
5. • Less is better
• Does it have to be there?
• Why?
• For whom?
• How often?
• Do they use it?
• If it is there
• It has to work!
• It has to be a part of the use-case/routine on that particular screen
• It has to be obvious
• It should not need an explanation
Functionality
8. • One click or less
• Knowing is the key
• Know the user
• Know the use-case
• Know the routine
• Do not customize the user, customize the system for your user
• So you did, but
• Did you actually ask them?
• Do you track and measure?
• Do you adjust with users for users?
Usability
11. • People do not read instructions
• People do not read instructions
• People do not read instructions
• How do you pass the information?
• We have 137 pages-long PDF manual
• We have an extensive knowledge-base with 8356 articles
• We have a great FAQ with all 20 topics and 15 subtopics each
• We have a video library with tutorials
• There is a simple hint message for each object
• KISS (by Kelly Johnson, 1910–1990, aircraft engineer) = "Keep it simple, stupid"
Intuitiveness
14. • People do not like changes, IT departments fight changes
• Only go for significantly better
• The customer is not your customer
• End-users are your customers
• Love your customers
• Design and create for your customers
• Do not push what you already have as the best for them
• Create the best for them
• Small motivations and rewards are good, Gamification helps
• Create something that people can like or they will not study
Involvement