Preview image of DLE World

Introduction

How I Harnessed the Power of User Research to Design a Digital Learning Environment Aggregator

A 5-minute read on how user research helped me make major design decisions while building DLE World, the internet's first collection of Digital Learning Environments.
Role
Sole Product Designer
Relevant Skills
User Journey Mapping | Competitive Audit | User Flows | Personas | Sitemap
Timeline
2 weeks
Project Type
Product Design

Key Information

What is a DLE?

Many people love playing daily mini-games like The New York Times Connections or Wordle.
Wordle? Quordle? What does "-dle" even stand for?
DLE stands for Digital Learning Environment. DLEs are bite-sized games that help players learn a little bit of knowledge every day.
The New York Times's collection of games are the most popular DLEs today, but there are hundreds of DLEs out there— probably one for every category you can think of!*
*See Fishdle for fish fanatics, MovieGrid for film buffs, FoodGuessr for international foodies, and LeConnections for NBA fans.
A screenshot of the New York Times Connections.

Setting the Stage

The Problem

Hundreds of DLEs exist on the internet today and there is no website that aggregates them all. It is difficult to discover new DLEs.

The Goal

Design a website that helps people discover and bookmark new DLEs.

Understanding the User

Who Are Our Users?

To try to figure out who would use a DLE aggregator platform, I sent out an anonymous survey form to online communities, organizations, and networks of friends and their families.
I received a whopping 60+ survey responses and distilled that information into a few categories of people I might interview.
A photo of someone putting up a sticky note to a wall of sticky notes.
I interviewed six people individually and recorded what they said, what they thought, what they felt, and what they did.
I then used empathy mapping to try to understand patterns of thought and any points of frustration.

Meet the Users

Creating the empathy map helped me better understand the different archetypes of DLE players and their potential motivations for using the DLE aggregator. Here are the three personas that emerged from the user research:
Ruhi
the Routine Player
"I play NYT Connections every morning while / eat my breakfast, and play Pokédoku at night, usually during dinner."
Basic Info
Age: 26
Pronouns: she/her/hers
Location: Cambridge, MA
Occupation: Dental Student
Bio
Rubi is a busy student who enjoys a few
DI Es as part of her dailv routine.
Sometimes before class. her classmates will race to play the NYT Mini. Ruhi is annoved when she has to type in the name of the DIF everv time she wants to play one as she is either in a rush or multitasking She wants to have a centralized place to easily access her favorite DIEs.
Gaming Habits
How often? Daily
With whom? By herself, sometimes with peers
How many? 3-4 games
What device? Mobile phone, laptop
Goals
• To have a centralized place for her DLEs
• To play enjoy short games that can be integrated into her daily routine
Motivations
• Enjoy some brain exercises and

entertainment during her day

• Keep up with her favorite childhood


game, Pokémon, when she doesn't have
time to play the actual video game

Pain Points
• Friction: typing in the name of each game into her browser gets annoying, especially when she needs to access a game quickly to compete with peers
Favorite DLES
• NYT Connections
• Pokédoku
• NYT Mini
Connections
The Mini
Solomon the Social Player
"Every week, I play like 2 hours of DLEs with my friends on a Discord call. We'll just play whatever we can find."
Basic Info
Age: 24
Pronouns: he/him/his
Location: Irvine, CA
Occupation: Software Engineer
Bio
Solomon is an avid gamer and has many online friends who live far away. He and his friends like to stay in touch by playing DLEs and other mini games in a group video call every week. He wants to discover new DLEs to keep a fresh rotation of games, and wants to bookmark the ones that the group most enjoys.
Gaming Habits
How often? Weekly
With whom? Group of 3-5 friends
How many? 15-25 games
What device? Laptop
Goals
• To discover a lot of new DLEs
• To bookmark his favorite DLEs to revisit
Motivations
• Having fun socializing with friends
• Finds satistaction in completing challenging DLEs
Pain Points
• Might forget the names of enjoyable DLEs, as they play so many of them
• Friction: some games are fun but have no archive of previous games available
• Difficulty in discovering new quality DLEs
Favorite DLES
• Rankdle
• LoLdle
• Heardle
Cassandra, the Casual Player
"I love to play the NYT Mini with my partner, especially after a long day of work."
Basic Info
Age: 30
Pronouns: she/her/hers
Location: Seattle, WA
Occupation: Graphic Designer
Bio
Cassandra enjoys relaxing after a day at the office by solving a few DLEs on the couch with her partner. She enjoys games like the New York Times Mini and Connections, but often finds that she wants to play more after she is done with the short puzzles. She usually sticks to 2-3 games in rotation and does not try to discover more.
Gaming Habits
How often? About every other day
With whom? Partner
How many? 2-3 games
What device? Mobile phone
Goals
• To have fun with her partner
• To find similar games for when she has finished the dailies
Motivations
• To bond with her partner
• To do a fun activity
• To learn a little bit each day
Pain Points
• Sometimes wants to play more after completing her daily games
• Might miss a day of games if she's busy
• Is starting to get bored of her usual DLEs
Favorite DLES
• NYT Connections
• NYT Mini Crossword
• NYT Strands

How Might Users Interact With the Aggregator?

In order to better understand how each user persona might interact with the aggregator, I stepped into the minds of each of them and created user journey maps. For brevity, here is the journey map for Cassandra, the casual player.
USER JOURNEY MAP / Cassandra The Casual Player

PERSONA INFO
SCENARIO
I love to play the NYT Mini with my partner,
Cassandra recently learned of the game
especially after a long day of work.
to try it out.
EXPECTATIONS
• Games should be easy and quick.
aggregator from her partner and is curious
• My favorite games should be there.
• I'll find a new game that I like.
Columns are:
STAGE 1
STAGE 2
STAGE 3
STAGE 4
STAGE 5
GOALS.
Discovering the aggregator.
Exploring the aggregator.
Selecting a game.
Playing the game.
Searching for another game.
ACTIONS
1. Hears about the aggregator.
2. Goes to browser and searches directly for it.
3. Clicks on the link to the aggregator.
1. Sees that there are several categories of games.
2. Clicks on certain categories to find new games.
1. Searches for her favorite game to play with her partner.
2. Clicks on the game.
1. Opens the browser for the
1. Opens the game in
aggregator.
another tab or app.
2. Goes back to categories
2. Plays game with partner.
page.
3. Explores similar games.
THOUGHTS
1. Let me try out this game aggregator.
2. Is this the right link?
1. There are quite a lot of games to choose from.
2. It seems they are organized by category.
1. I am curious about some of these other games.
2. I think I'll stick to the game we know we like first.
1. Oh, it opened the game in my app. That's nice, it can
1. Let me see if there's
keep track of my
similar games that are fun.
completion.
2. This one looks nice. Let's
2. Today's was pretty easy. I
try this.
had fun!
PAIN POINTS
1. None
1. Seeing all the games is a bit overwhelming with choice.
1. Where is the game that ! like to play?
2. Do I have to open this in the app? If not, it won't keep my progress.
1. I have to open the
1. None
browser again to use the aggregator.
EMOTIONS
Curiosity
Excitement, Overwhelm
Uncertainty, Frustration
Fun, Satisfaction
Satisfaction, Excitement
OPPORTUNITIES
1. Ensure a good title and website description to establish trust.
1. Make initial screen show breadth of games while not being too overwhelming.
2. Show popular games first.
3. Make game previews informative.
1. Communicate to the user that the game will open in a new tab.
2. Offer the user to open game in app if the app is detected.
3. Enable search bar.
1. Perhaps embed the games into the aggregator?
1. None
2. If aggregator is an app instead of a website, notify the user to come back to the app.

Key Insights from the "Empathize" Phase

Stepping through the user journeys for all three personas helped me understand what pitfalls and opportunities to look out for when I begin to design the aggregator.
Here are the major insights I gleaned from this phase of the design process:
1. Discoverability
Users want an easy way to discover new and good quality DLEs. Let’s implement a well-organized catalog with sorting abilities like categories and tags.
2. Bookkeeping
Users want to be able to save their favorite games in a bookmarks tab, for ease of access and to avoid forgetting new games they enjoy.
3. Minimizing Friction
A huge majority of users do not want to make an account or download an app for this. A website that saves information locally is preferable to one that requires a login or a native app.
Next, let's take the insights from this first phase of the design process and re-examine our problem and goal.

Defining the Problem, Better This Time

Problem Statements

Let's review each persona's problem statement.
Ruhi: “As a busy student who enjoys a few DLEs as part of my daily routine, I want to have a centralized place to access my favorite games.”
Solomon: “As a gamer who loves DLEs and plays a wide range of them with friends, I want to discover new DLEs and bookmark my favorites so that we can enjoy a fresh rotation of games.”
Cassandra: “As a casual player of DLEs, I want to discover new games that are simple and fun so I can bond with my partner when we play together.”

Improved Goal Statement

Design a website that helps people discover and bookmark new DLEs.

Our DLE aggregator will empower users to discover and bookmark DLEs, helping players discover new, high-quality games while giving them a unified place to access all of their favorites at once.
We will measure the effectiveness by asking gamers how they would rate their experience before and after using the DLE, asking for their user satisfaction score and their net promoter score.

Ideation Phase

How Might We Solve the Problem?

During the ideation phase, I applied the "How Might We" strategy to help challenge the way I thought about the aggregator. I also practiced rapid sketching and analyzed some indirect competitors to help me understand what alternatives might already exist.
Some ideas that came out of these three exercises were:
Including a section for newly added games, to keep existing users' rotation of games fresh and to keep them coming back to the aggregator.
Making it easy for users to share games with friends via social media, text message, and email.
Give users an option to "Add to Home Screen" on iOS. This lightweight solution has the appearance of an app on one's phone, but is actually just an internet shortcut.
An image of sketched wireframes on a desk.

Prototyping Phase

How Would Our Users Complete Their Goals?

Users of the DLE aggregator will encounter three main tasks: discovering a new game, favoriting a game, and searching for a game they already know.
Figuring out user flow diagrams for all three of these actions helped me better understand what decisions users might face during each task and what pages I need to design.
User Flow 1: User is tasked with discovering a new game.
User flow 1: User is tasked with discovering a new game
User Flow 2: User is tasked with bookmarking a game.
User Flow 2: User is tasked with bookmarking a game
User Flow 3: User is tasked with finding a game they already know and like.
User Flow 3: User is tasked with finding a game they already know and like

How Might We Organize the Website?

The user flows I created above helped me figure out what pages I would need to include in the initial designs. A few critical elements were the favorites page, the categories page, a search bar, and the home page with sections like "Popular Games" and "Recently Played".
A sitemap for DLE world. Contents: 
Home Page
Favorites Page
Recently Played
Section
Categories Section /
Page
Video Games
Movies / TV Shows
Trivia
Geography
Words
More Categories
Popular Now Section
Search Bar
Search Results
Suggest a Game

Wireframes, then Mockups

After creating the wireframes for the aggregator and a low-fidelity prototype to test the user flows mentioned above, I designed the mockups for the website and began working with developers to build the site.
The final high-fidelity mockups look like this:
High Fidelity Mockups of the home page of DLE WorldHigh Fidelity Mockups of the home page of DLE World

Going Forward

Next Steps

1) Design a way for users to add the shortcut to their home screens on iOS devices.
2) Usability test the prototype to ensure that users can complete main tasks and improve where needed.

Takeaways

User research is not only essential for creating a product that meets user needs— thorough user research also helps designers make major design decisions backed by real data instead of biased speculation.

Thank you for viewing:

How I Harnessed the Power of User Research to Design a Digital Learning Environment Aggregator

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