Many EdTech product leaders are experiencing unanticipated challenges resulting from the pandemic and the related economic downturn. Some describe reductions in new users or engagement with current users while others have seen sudden surges in their user base. In either case, product teams are feeling immense pressure to maintain, or even increase, output to meet user demands while somehow reducing costs to mitigate the impact of the economic downturn.
The coronavirus pandemic continues to rapidly change (and challenge) the world in myriad ways. With social distancing a must for the foreseeable future, educators around the globe are scrambling to migrate to online learning. As a product leader at an EdTech company, you are in a unique position to help educators and students in this tumultuous situation. Chances are you’re already doing just that by offering your product free of charge for the duration of the pandemic.
As an EdTech product owner, you likely know the drill when it comes to UX testing. You work with your UX research team to identify testing priorities. Next, your research team goes off and conducts user tests. A week or two later, you receive research findings. But there’s a better way — a very simple tweak to this process that allows you to be more engaged in user testing, drive more value out of each round of UX research, and iterate more quickly? The solution can be found in what we call “early research recaps.”
Most EdTech companies understand the value of design systems. Comprehensive UX design systems are much more than just a static library of fonts, colors, and reusable components such as buttons. Actionable design systems also establish principles to guide the usage of individual components. The result is improved efficiency, more effective design governance, reduced design debt — and a more user-friendly product.
Our best experiences outside of the digital world are made up of much more than what we can see. Think of walking in the woods, petting a dog, or eating a warm, flaky croissant. These real-world experiences engage all of our senses — not just sight — to create meaning and elicit delight. However, most digital experiences revolve around just one of our senses: sight. No surprise there.