Disney Byjus

Disney Byjus

Disney Byjus

Disney Byjus

Overview

About Product:


Disney BYJU'S Early Learn program enables young learners to develop core skills and concepts while learning alongside timeless Disney characters. We also help little ones learn foundational topics with video-based learning which is interactive and personalised.

About Project:

This user research project aimed to understand factors leading to a drop in the engagement of worksheet usage in the Disney Byjus early learning app.​

Research Goals

  • To learn about factors leading to the declining usage of the worksheet?

  • To learn about how kids are consuming worksheets and where worksheets fit in their overall study plan.

  • To understand how parents plan their kids' studies for the worksheet,​

My contribution

User research
UX Workflow

The team

1 × Business team
1 × Product manager
27 × End users
1 × Research Ops
9 × Product specialists

Year

2022

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Process

Overall Research Questions

  • What is the parents’ lifestyle? How do they make decisions?

  • How has their experience been with the product, specifically the worksheet?

  • Factors behind the engagement and the drop in engagement in India

  • Understand content appropriateness considering demographics, digital literacy, and background.

Participants Selection Criteria:​

Maximum Engagement: Participants who have completed the maximum number of the completed worksheet in the mentioned duration
Medium Engagement: Participants who have completed  -- the number of the completed worksheet in the mentioned duration
Minimum Engagement: Participants who have completed more than 1-x number of the worksheet in the mentioned duration
Nil Engagement: Participants who have not completed a single worksheet​
Engagement = No. of worksheets completed/total no. of the worksheets in the particular grade

​Methodology:

The overall research project was divided into two phases considering the requirement of a longitudinal study spread over a period of almost 4 months.

Phase I
Research Technique: User Interview with children

Duration: 75-90 Minutes

Session 1: Begin with playtesting, where the child completes a worksheet (both the hardest and favourite). Parents will accompany the child to discuss challenges, behaviours, and usability from the child's perspective.

Session 2: In this session, parents will answer questions related to their challenges, interactions, and background.

Phase II: The goal of this phase is to assess changes in perceptions and behaviours regarding the product over a three-month period. 

Presentation & Deliverables:

  • Documentation with user insights and validated assumptions

  • PPT Presentation



The entire presentation is accessible at:

https://docs.google.com/presentation/d/1hgdJXLa3xSRHZ7uz68PQYYyaz--jten79UJaEu1RDVU/edit?usp=sharing

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Outcome

Please use the link below to access the entire project.

https://docs.google.com/presentation/d/1hgdJXLa3xSRHZ7uz68PQYYyaz--jten79UJaEu1RDVU/edit?usp=sharing

"To design is to stimulate the human conscious (sub) for the desired outcome."

© All rights are reserved | 2024

Built by Pankaj

"To design is to stimulate the human conscious (sub) for the desired outcome."

© All rights are reserved | 2024

Built by Pankaj

"To design is to stimulate the human conscious (sub) for the desired outcome."

© All rights are reserved | 2024

Built by Pankaj