Hobby discovery app

Designed a mobile app that helps people discover a new hobby, sign up for a workshop, and receive feedback from an instructor.

  • Product designer
  • Student project
  • 2024

Responsibilities: research, team coordination, UX/UI design, prototyping, and usability testing

App layouts for finding hobbies

Problem

People who want to take up a new hobby struggle to choose among unfamiliar activities and assess whether a format will suit them. Most learning platforms work well when users already know what they are looking for, but offer little support on the journey from uncertainty to a first class.

Objective

Design a mobile app that helps users choose a hobby, evaluate a workshop, book a class, and receive support throughout the learning experience.

Design process

Stages of the design process

The research was conducted by a team of five designers. I coordinated task allocation, aligned the findings from the competitive analysis and user interviews, and consolidated the shared conclusions. I then independently developed the segmentation, user journeys, prototype, and visual design based on the team’s research.

Research

Desk research into the online education market confirmed growing interest in mobile learning and helped identify the product’s initial risks: users may lack motivation, feedback, and contact with an instructor. I treated these findings as hypotheses for the interviews rather than proof of demand for the solution.

Results of the study
The size of the audience of online education by subcategories of educational programs
Areas where consumers will learn in the future
Results of the Online Education Study

Product audience

People of all ages who are looking for inspiration, want to grow, or hope to make a change in their lives—from students eager to learn something new to professionals who want to develop their interests further.

To make the audience’s needs and the value of the product features easier to understand, I created three personas:

Three personas of the product audience

Competitive analysis

Together with the team, I analyzed eight online learning and activity-discovery services. We completed their core user journeys and compared the products across three areas:

  1. 1

    Finding and choosing a class. Recommendations, categories, search, and filters.

  2. 2

    Making a decision. Information about the program, instructor, format, and reviews.

  3. 3

    Taking a class. Booking, livestreams, feedback, and progress tracking.

We also documented issues in key journeys using Nielsen’s usability heuristics.

Benchmarking competitors
We also collected reviews from public sources
User reviews about competitor apps

Analysis findings

The analysis showed that these services work well for finding a specific course, but provide less support to users who have not yet chosen a direction. I therefore focused the concept on recommendations, a clear presentation of the instructor, and the opportunity to try a class through a live session.

Hypotheses

Based on the analysis, we formulated hypotheses to validate during the interviews:

Hypotheses to check for interviews

User interviews

I conducted nine in-depth interviews to understand how people choose new activities, what prevents them from getting started, and what support they need while learning.

Description of respondents
User interview participants
User interview guide
User interview guide
Interview transcript excerpt
Excerpt from a user interview transcript

User interview findings

  • Users value receiving feedback from an instructor
  • Users want to be able to customize the app’s core features to suit their needs
  • The app’s visual design matters to users. It should be minimal, memorable, and vibrant, with images and videos that explain workshops and draw attention to them

The findings changed the initial concept: I added instructor information to the workshop card, built feedback into the class experience, and used recommendations and filters for two different user states—when someone is still exploring and when they already know what they want.

The sample revealed behavioral patterns, but it is not large enough to support quantitative conclusions about the entire audience.

Design

After analyzing competitors and interviewing users, I brought together the solutions I wanted to explore and translated them into Job Stories and User Stories. These stories kept the work focused on user needs. I then created a user flow to structure the experience and account for important details before designing the interface.

Core journey. From choosing a direction to completing a first workshop: receive recommendations → compare options → review the instructor and program → choose a time → book the class → participate → leave feedback.

MVP. The first version included search and recommendations, the workshop card, booking, the livestream, and feedback. I treated progress, rewards, and advanced social features as future product development.

Job Stories
Job Stories of Applications
User Stories
User Stories of the Application
User Flow
App user flow

Mockups

The client wanted the app to feel modern and minimal, with bright colors and engaging graphic elements. The overall direction needed to feel fresh and contemporary, with large, airy typography.

Objective. Personalize the first-time experience.

Problem. New users may not know which direction to choose, while generic recommendations make it harder to find a suitable class.

Solution. After signing in, users select the areas they are interested in. The app uses these preferences to generate personalized recommendations.

Sign-in and personalization screens

Objective. Help users find the right activity.

Problem. With unfamiliar activities, it can be difficult to know where to begin, and a large number of options makes choosing harder.

Solution. The home screen offers personalized recommendations, new classes, and popular classes. Categories help users explore available directions, while filters narrow the results by skill level and other criteria.

App home screen mockups
Category search mockups
Filtered search mockups

Objective. Help users make a decision and book a class.

Problem. Before booking, users need to understand the content and format, learn about the instructor, and fit the workshop into their schedule.

Solution. The workshop card brings together the program, duration, skill level, instructor details, and reviews. During booking, users choose a suitable date and time.

Animated workshop selection and booking journey

Objective. Support users during a class.

Problem. Users may miss a class or want to revisit the material later, and they may need more contact with the instructor while learning.

Solution. The livestream enables real-time communication and feedback. The schedule reminds users about upcoming classes, and completed sessions remain available to watch later.

Livestream mockups
Schedule and saved livestreams

Objective. Encourage continued learning.

Problem. Without easy access to saved materials and personal results, interest in learning can quickly fade.

Solution. Articles and short videos complement the workshops, Favorites keeps interesting classes within reach, and the profile shows statistics, achievements, and progress.

Article, video, Favorites, and profile mockups

Usability testing

I conducted moderated usability testing of the clickable prototype with the same nine participants who had taken part in the interviews. The sessions were held in person on a smartphone. Participants completed a sequence of tasks in the prototype and described their actions and difficulties aloud.

The primary task was to find a workshop, book it, join the livestream, and leave a rating. Secondary tasks included finding Favorites, completed workshops, saved livestreams, progress, notifications, and app settings.

During each session, I recorded whether the participant completed the task without assistance, where they made errors or backtracked, which elements they misinterpreted, and how they described the difficulty of the journey.

View the evaluation table
ScenarioExpected behaviorSuccess criterion
1. Create an accountThe user independently chooses a sign-in method, enters the required information, and confirms registrationThe user completes registration without assistance
2. Find a workshopThe user finds the specified workshop through search, categories, or filtersThe user finds the workshop without assistance or unnecessary backtracking
3. Book a workshopThe user chooses the specified date and time and completes the bookingThe user completes the booking without assistance
4. Join the livestreamThe user understands how to join a scheduled livestreamThe user independently finds “Join the broadcast” and opens the livestream
4.1. Comments and reactionsThe user understands how to post a comment and send a reaction during the livestreamThe user finds the comment field and reaction controls without assistance
4.2. Skip the ratingThe user understands that leaving a rating and review is optionalThe user recognizes that feedback is optional and finds “Skip”
5. ScheduleThe user finds the section containing upcoming and completed classesThe user finds the schedule without assistance
5.1. Saved livestreamsThe user finds a past workshop and opens its recordingThe user finds the past workshop and opens the recording without assistance
6. FavoritesThe user finds saved workshopsThe user finds Favorites without assistance
7. Progress and rewardsThe user finds statistics, progress, and achievements in the profileThe user finds progress and rewards without assistance
7.1. Edit the profileThe user understands how to change their name and profile pictureThe user finds the editing controls without assistance
8. NotificationsThe user opens the notification list from the home screenThe user opens notifications without assistance

Findings

Based on the test results, I created a list of improvements for the next iteration: make Favorites easier to find, simplify access to completed classes and recordings, and allow users to hide comments during a livestream.

Proposed metrics

Because this was a student project and the product was not launched, there is no actual product data. These are the metrics I would use to evaluate the solution after launch.

Primary metric

The share of new users who complete their first workshop after choosing an area of interest in the app.

This indicates whether the product helps users move from initial interest to completing their first class.

Supporting metrics

  • Conversion from viewing a workshop card to booking.
  • Share of booked users who attend the class.
  • Share of participants who complete the workshop.
  • Share of users who return to choose another class.
  • Share of participants who receive instructor feedback.
  • CES for the core journey.

Outcomes

Testing showed that participants understood the core journey from finding a workshop to booking it and joining the livestream. The results also identified opportunities to improve the secondary journeys in future iterations.