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ProPoint

UX Case Study (QUICK READ)

Project Overview

ProPoint is a digital product solution to aid individuals studying in the higher education system. The concept strives to raise the confidence of tertiary students in their ability to transition into the their professional career following the completion of their studies. ProPoint achieves this by guiding users through a form of checklist that works to improve professional work skill capabilities. With guidance from real industry-leaders, as well as an online network for students to connect with, ProPoint is the all-in-one hub for transition into professionalism.

Problem

Set by the 'Extending Expertise' UX Studio Leader at RMIT, this project was to design a user experience, that meets an identified need of a group of citizens, alongside conforming to an idea of 'Citizen Power'. Citizen power refers to the collective power and influence that citizens hold in shaping and directing society. Deciding to place the core focus of the project in the young students transitioning into their careers (hence, positions of greater corporate influences), I was fortunate to have student peers around me to provide an abundance of valuable insight. With consideration to the target user group's cultural, historical, and environmental context, the design project poses an effective solution to a common problem.

target user group

Studying individuals of higher education.

Job-to-be-done

Raising professional confidence of Melbourne's youth as they seek transition into the working class.

Pain Points

As identified through research & discovery
Anxiety surrounding the relevance of their studies once in the professional field.

Finding a suitable study/life balance.

The magnitude of study is often overwhelming.

Students lack clear direction/instruction for next career steps.

Getting Started

Summary

ProPoint works to improve work skill
capabilities and confidence with...

  • Mental health check-ins.
  • Professional master course specific to
    user goals.
  • A career-positive social media outlet.

... all in the single platform!

target user group

Young people* who have been involved in a road accident.

*Quantitative and qualitative research indicated emphasise to be place on a younger demographic (18-27)

Pain points

01. Distraction by phone notifications whilst driving.

02. Individuals do not enjoy congested traffic conditions and often associate stress/anxiety with this.

03. They are each conscious of poor phone habits in their lifestyle although there is lack of personal action taken to address this.

04. There is an underlying psychological need for young drivers to stay connected with others even while on the road.

Design direction

Concept #3: NFT SOCIAL NETWORK was voted the concept for continued development.

3.0 Solution

note.
NFTs (non-fungible tokens) are 100% unique digital art. Ownership of the NFT can be transferred by the owner, allowing them to be digitally sold and traded with others.

Begin by watching the following introduction video below.

2.0 Design Process

(a) Develop an inspiration journal to formulate design passion objective.

(b) With outlined design passion (climate action), a random experimentation process was undertaken to spark a potential UX concept.

(c) In collaboration with studio mentors, a return brief was developed.

(d) Sketching was created to visualise a concept.

(e) Branding for the concept was created (Adobe suite).

(f) The concept was actualised and presented through Figma and Adobe software to deliver a cohesive pitch presentation.

3.0 Solution

concept explanation

Step 1.

A new participant of the Node Project can begin their contribution by visiting the website. With online registration they receive a seedling to plant in their local Node.

Step 2.

The new participant of the project heads to their local Node, found in their community park (visualised right). During the registration process, the participant will have received an allocated plot on the Node to plant their seedling.

Step 3.

With the associated Node App participants must keep their plant alive and thriving. Participants do this by visiting their plot on the Node, frequently watering their plant. This activity is monitored within the app.

Step 4.

Users stay engaged with the community project through obtaining tangible rewards for their contribution. These rewards are offered by local businesses who participate with their desire to create positive environmental impact.

Step 5.

The app will a provide users with reading material to learn about climate issues.

Result.

With an active and growing user-base, the 'community garden' will build an atmospheric carbon capture. In conjunction to this positive and direct environmental impact, the community will learn more about climate issues, ways to make lifestyle changes that benefit environment, and support local businesses.

video Walk-through

Scan this QR code on your mobile device to view the Node (community garden structure) in Augmented Reality (AR).

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