Danz

An e-learning app that teaches you how to dance.

Role

Lead UX Designer

Timeline

6 Weeks

Responsibilities

Responsible for End to End Application design, discovery and ideation, user research, interaction design and prototype

Problem

 
 

Dance apps can be a great way to learn how to dance. However, technical difficulties were a major restraint for users. Additionally, many dance apps fell short on offering comprehensive tailored training.

Solution

 
 

To eliminate technical restraints, the user were allowed to download videos for easy accessibility when offline. A broadcast option was also included if the users wished to move to a bigger or different screen.

An end-to-end e-learning application was created to ensure users had a centralized hub where they could learn how to dance. Learning how to dance through an app needed to have the following features for the user to successfully learn:

  1. Structure

  2. Visuals

  3. Different Learning Styles resources

Let’s dive deeper

Empathize

Market Research

 

Technical difficulties would prove to be the main concern among dance apps. Video load time, saved videos accessibility, limited languages for audio, limited amount of guidance were issues that we had to attack on to provide the best possible user experience. Psychology  Today stated that  “Human motor skills can be acquired by observation without the benefit of immediate physical practice”. This indicated that videos were a crucial part of the dance learning process. Users had to have easy accessibility to videos for learning growth.

Competitive Analysis

 

In order to understand the E-learning Dance app field further, I identified the main competitors. In name of science, I put on my dancing shoes and signed up as a user to experience the top dancing apps. After breaking a sweat, I was able to determine the following:

  1. Highly rated apps, had a feature that allowed downloading sessions for later use.

  2. The more popular apps, offered a free-trial.

  3. In terms of UI, variant colors were used and app felt game-like.

  4. Video instruction was an essential component; the heart of the dance app, if you will.

  5. Limited language options.

  6. Ability to connect to larger screens.

This allowed to understand and pinpoint strengths and weaknesses. Deeper investigation of dance apps revealed that there are 4 core components essential for a successful e-learning dance app:

  1. Easy Accessibility to videos

  2. Make it fun

  3. Videos

Let’s step in closer

  • Easy Accessibility

    The most highly rated dance apps allowed users to download classes for later use. Creating a designated space where users could reference easily was key.

  • Make it fun

    Game-like training where users can earn awards by reaching certain goals, made the user feel accomplished and motivated them for the next challenge. To satisfy this need, I implemented an award system.

  • Videos

    Clearly, videos were the most effective way to learn a dance. Written instruction would not solely suffice. However, Danz was also able to provide various resources that would satisfy any user’s style of learning (Visual, Written, Kinesthetic, Auditory).

User Interview

Age Range: 15 to 55 year old 40% of participants had formal dance training

To design an effective e-learning dance app, I had to talk with dancers and get their point of view. As someone who loves to dance as well, listening to others talk about dance was exciting. I was able to connect with mostly intermediate to advanced dancers and understand how they learn, what their benchmarks are, and their dance journeys. After completing various user interviews, these were my findings:

Finding 1: All users interviewed, considered themselves intermediate and within that, 60% considered themselves Intermediate-Advanced.

Finding 2: Users who were formally trained were more technical in their responses. For example, the more advanced dancers, talked about choreograph and the difference between learning a dance move versus an entire dance genre.

Finding 3: All users found Youtube to be the primary way to learn new moves. However, the more advanced dancers stated following up with their instructors for further clarification about a dance step or so.

Finding 4: When initially learning a new move, all users reported that they prefer alone time rather than in learning in a group.

Finding 5: Style of music mentioned by interviewees: Salsa, Bachata, Merengue, Hip-Hop, Tap Dance, Flamenco, Reggeton, Ballet, Dance Hall, Cumbia, Disco, Shuffling.

Finding 6: 80% reported to playing Just Dance. Majority reported that it was fun but not a way to really learn how to dance because of the tempo.

Just like a great dance partner that leads you, the findings would guide me to design an end to end e-learning application with focus on the onboarding process. The onboarding was an important part of this design because this would tailor the rest of the users’ experience. It was imperative to understand that due to the level of dancer the user considered themselves, the application would offer a custom user experience. For example, a beginner would start out with the basic steps while an intermediate to advance dancer, would have the option of learning a choreography.

Persona

In a nutshell, Charlotte Doe helped me put on my dance shoes to understand influences, goals, motivation, pain points, and needs of the user.

Define

Site Map

Below you will find an illustration that shows the organization of the Danz app as a whole and the users’ path to different categories. Once the onboarding is complete, the user will have access to instructors, inspiration, tailored training, dance education, and reference saved videos and adjust any goals they might have through their account settings.

The major categories were laid down: Profile, Classes, Inspiration, Instructors, History of dance.

Task Flow

At some point, as a user learning to dance will seek out dancers around their area to learn from. Therefore, I wanted to create a smooth process for users to connect with their local dancers in case they wanted to connect.

Ideate & Test

Wireframes

Multiple wireframes were created throughout the process. The first wireframe version asked various questions in the beginning. Unfortunately, after testing it, it revealed a few pain points: Language and Area questions did not fit well in one page and lack of guidance after that.

Wireframe version 1

Let’s try this again! Luckily, by wireframe 2 (below) I revised and broke down the Language and Area question into two separate pages. Additionally, a navigation bar was implemented once the user arrived at “My Training”. However, I still needed to find a way to provide further guidance after the onboarding questions.

Wireframe version 2

Pain Points

  • Pain Point 1: 80% of users needed further direction from My Training page. Users started questioning “what now?”.

  • Pain Point 2: 60% checked out the Instructors page when looking for further dancing questions.

  • Pain Point 3: 40% of users went to My Training when looking to change goals.

  • Pain Point 4: Terminology was a bit confusing to users age 50+.

Insights

  • Finding 1: Search Bar in Inspiration was the most used feature when searching for music or inspiration.

  • Finding 2: Users questioned if the Live session would be open to questions they had.

  • Finding 3: Users had a smooth onboarding process but became confused towards ending of it.

All in all, navigation was my primary concern after user testing. Findings showed that users were confused once they arrived directly at the My Training page without any instructions or CTAs. The lack of direction left users’ feeling confused. This would lead me to insert another page between the onboarding questions and the “My Training” page.

Prototype & Implementation

MVP (minimum viable product)

As previously mentioned, I focused on the major components, the onboarding process and navigation to create the best user experience for an MVP product. Fortunately, by this stage, the details were ironed out and users’ would no longer feel lost in this dance, sorry, I mean, app.

The outcome

  1. Comprehensive e-learning dance app

    • Danz is a one stop-shop to learn how to dance - no matter your experience. The tailored dance training program will guide the user to their goals while having fun throughout the journey. With Danz, you can level up to become the dancer you wish while becoming more knowledgeable about types of dances and can inspire you to continue to grow as a dancer.

  1. Physical and Mental Benefits

    • Danz will encourage user to have fun and collect rewards as they reach new levels through the game-like point system. Through this fun interaction, users might forget that they’re exercising, improving their mental acuity, and building confidence.

  2. Danz will be your secret weapon

    • Users will be able to easily access their saved dance classes at any time anywhere via their My account or through downloading videos for later.

Conclusion

  1. Surprising research

    • In terms of functionality, research showed me that there is a big gap between popular dance apps versus low rated apps. At times, the lower rated apps had better features compared to their competitors. Often times, it was the opposite but it was still important to take the strong features from the less popular apps. As result, I was able to design an app that’s accessible to all and for all types of dancers. The limited options of language in these apps was also surprising. I was sure to incorporate a dropdown menu listing the most used languages in world to reduce exclusivity.

  2. Future opportunities

    • Research mentioned that technical issues among dance apps arose frequently and would be the biggest obstacle when developing them. While videos was the primary way users learned to dance, I see a huge opportunity to develop dance apps through virtual reality. VR is become more popular and advancing its technologies. This could potentially lead to better learning experiences and to give the user a more hand on approach.

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