 Good afternoon. Good morning. I'm Edu and a UX UI designer from the mobile solution team. I'm a modeler for one and a half year and I've been a model user for almost half of my life. And today I'm going to explain how we use the UX design process to get from 3.9 to 4.0. But first, what is UX or user experience? When we say user experience, we are referring to how people interact with the product. When people use a product, they usually evaluate their experience according to the following criteria. If the product provides value, it's useful or respond to their needs. If the product is easy to use and it makes it easy for them to complete their task, it's the product works properly. And if the product is attractive and pleasant to use, that is something that's important. So what is user experience design? First of all, UX design is not the same as UI design. User experience design is often mistakenly referred as a user interface design. That's because many people associate the word design with visuals. And as you can see in the image, UX encompasses many different aspects of the product design. And user interface is just the surface layer of the product. Peter Morville in his UX honeycomb theory states that, UX design is the process of creating products that are simple and easy to use, that fill a need, that are attractive and evoke positive emotions, that are easy to navigate with locatable content, accessible to everyone, including those with disabilities, secure and truthworthy, and that deliver value to the company that helps them to reach their objectives. However, UX design is more than just great products. It starts about improving, fixing, iterate and learn. And it's about solving problems. The other Levit put it, people don't want to buy a quarter inch drill. They want to a quarter inch hole. With this Levit argued that people don't buy products. They buy solutions. The design thinking or human-centered design process is a method that encouraged people to identify and solve problems by doing three essential tasks. Empathize, work together and file effectively. Something really important. Within these three tasks are five phases or steps. Empathize, define, EGA, prototype and test. But the design thinking is an iterative and non-linear process. Stages are not always sequential. And so far many companies have adopted and adapted this methodology and have proposed and put into practice different approaches of this process. Say that, let's jump to the hair of the matter. How we have used insights and the design thinking process to improve the user experience in the app. This is a visual representation of what our approach to the process looks like or at least how it feels. In general, it's a process that consists of collecting and gathering information and then reducing our possibilities and prioritizing. But let's go step by step. The empathize and discover phase consists of researching and gathering our necessary information and asking the why. In order to understand the business goals and be able to empathize with the users and understand their needs. In the first phase, in this phase I focus on gather as much information as possible. Learn about the product and how it works in its history. I learned about the current status of the product, the company, current projects, long-term and short-term objectives, necessities and more. Meet the people in board, something really important. The team, the stakeholders and their roles and their work and points of view. But my learning about the users and empathize with them. Here's some key learnings that I got from the mobile app. The mobile app is an experience, it's more a student center. The majority of the users are young people, mostly high school and university students. 90% of our users are phone users, where only 9% use tablets and the rest of the 1% other devices. And also, 88% of our users use Android devices and only 12% use Apple. On the other hand, there were also five tasks or requirements we had to take into account. It was analyze the direct and indirect competitors and other trending products to identify patterns. Check comments, feedback and reviews from Play Store, App Store, Support, Mother Partners, Community Forums, Tracker to Extract Insights. Adapt and translate UX and UI improvement from elements 4.0 and to ensure consistency. Improve the app accessibility and fix current issues. And take into account the current experience of the current user experience. Next, the definition phase consists on combining other research and learning from the previous phase and looking at where the user problem exists. We analyzed and synthesized the learnings from previous phase, gathered inside and feedback to understand the user needs, define the process, the steps, the methods and the way to work and define the mind fields and project to work on. In this phase, we used some mapping and brainstorming methods, which has user persona to understand the users, affinity maps to compare, group and categorize the different sites, learn survey canvas to play surveys and obtain missing information among some others. This helped us to identify the four mind projects or major areas to work. That was rethink and improve the navigation of the app, redesign and adapt the user interface, improve the app performance and improve the notification experience. This time, it's time to get creative. In this phase, we start thinking and proposing creative ideas and possible solution based on the need defined in the previous phase. In this phase, we did a lot of explorations and draft, we reviewed and analyzed the app, the flows, the screen, the architecture. We started to propose and assess ideas for the new UI. With the ideas and objectives clear, we jump to prototype phase. The time has finally come to come down to work with Figma that is considered to be the real design part. We work on the first proof of proposals. We discussed and agreed within the team and drawn several screens and possible solutions. Several screens, really several screens. Also, at the same time, we were working on the first component library, a base on which we could continue work. Then we built some interactive prototypes. As the name says, in this stage, it's time to test and validate. With the prototype and the selected solution, it is time to return to the user for feedback. The objectives here was evaluate if the solutions respond to the problem. In this point, our goal was to run tests with rare users, but due to the difficulty of sourcing them, we tried another approach. We did a quick test to validate things like usability, design patterns, visual design, learnability, etc. We got real testing. First of all, during the design process, we made use of design patterns. Our main interest with this prototype was to validate the UI and the changes as one of the main areas we were working on. We designed and prepared a user research strategy focused more on validating topics such as design patterns, usability, accessibility, information flows, and architecture. Also, listening to more impartial and less biased impressions and opinions. This allowed us to test with people around us. After the design thinking process is usually c-click out, it's also an interactive process. It's important to take into account the phase of implementing and tracking to check if the solution works and collect learnings. Some of the most noticeable changes implemented include a more minimalist UI, navigation improvements, the user account menu, the new course index, improvement in the navigation between sections, and the new blockstriver. What are we doing? We continue monitoring the ratings and comments from the app store. We continue keeping an eye on the different discussions and the community forum. We continue taking into account feedback and message from our partners and users to support. We are working on the improvements of the four big areas. And we continue working on smart improvements and easy wins. We want you to help us. Well, we want the community to help us. So we need that people listen to your users and pay attention to their needs, their problems, their user cases, the scenario. Ask them why provide user... No, sorry. Ask them why. This is something really important. When you focus on the problems, always it's important to ask them why. Provide useful information and cool in size. Data, KPIs, resource, any useful and actionable information. Help us to source real app users for testing. This isn't something really difficult right now. Yeah. If you want to continue talking and discussing about it, you can contact us directly. You can email me or you can write in the UX model community forum. And I'll be around in the product bar or around. So, yeah. That's it. Thank you so much. Any questions for Edu? I think, sorry, I'm very tired. I think you said that most Moodle app users were school-aged students. Did I hear that right? Yeah, most, I mean... I find that... As someone who works in the university, I find that surprising. How did you... What's the data? I mean, you're obviously looking at data on who's using the app, so I'm interested in... How do you know that, basically? Well, as I said, most of the users are university students and job people because we did a lot of research about the trending, about the user and the student nowadays. Yeah, as we can get from feedback and a lot of comments, we deduced it and got the conclusion that most of our users were student but job people. Maybe I cannot tell to you the exactly range age, but this is something I point out to help us to take into account which way we wanted to go in the designing of the new experience. Because it helps us to have into account some things like contents of users because a mobile experience is not only reduced to the user interface. It's about the context, the other products they use or even the way that they interact with their devices. So I don't know if this answers your questions. Yeah. Sorry, we also did some surveys with the great... I mean, what's the thousands of answers? Yeah, most of them, we got that. They were students from high school and also university. Edu, thanks a lot. I really like the presentation. So I wanted to ask you, looking forward, particularly going back to the presentations that Emilio gave us about the new features that we'll be introducing the Moodle Workplace mobile app, will corporates, the callers, be also invited to give feedback to the, for instance, multi-tenancy features and a set of other features? Do you want me to repeat? Going back to what Emilio presented yesterday, the raw diet of Moodle Workplace, particularly the new features that we'll be introducing the mobile app, like multi-tenancy branding options. Will corporate stakeholders, like administrator, be invited to give feedback to such kind of functionalities? No, by the moment, at that moment, we focus more on only the Moodle app. I mean, we have need to work a bit more because when I started working on the design of the app, there was still the workplace app. But yeah, it's something that is on the backlog to start to work in the workplace app. So yeah, this is why we only focus on this user and this experience. Any other questions? Hello. Thank you for all the whole process. I think it's really interesting. I also thought it would be really useful for the audience. I have a lot of developers. How can someone, for example, I create a plugin where I create a new functionality in my Moodle. But I haven't made this process. What would recommend you to someone that, for example, I create a plugin? How can I apply this powerful process in a really simple way if I just got my plugin into the Moodle and I want to use this? What would be some recommendations? Such a tricky question. To be honest, the design thinking process is really relative. I mean, you have this base, but you don't have to... I mean, you can follow this process, but to be honest, I will tell you that in the first step, to focus on having clear the problem, the why's, mainly, right? In my opinion, as a designer, I'm up to always to have really clear like, are my documentation, are the empathizing phase, but also to get a clear overview of the context of the app. To be honest, it's... I had to say that if you want to implement a new plugin, you have to take into account the user, every aspect before you jump into this plugin, but you need to have into account that maybe it's... I really need this plugin to work in the app, and this is the one why. Yeah, and having to account not only the interface, because this is a problem that... it's our faces. You have to think about our experience and how you can go far in this process. So, yeah, I think... Yeah, yeah, that pretty much answers my question. Yeah, it's interesting.