Nokia Learn

Background

This project began with Nokia's strategy to boost engagement in educational content while cutting costs. NokiaEDU and Bell labs are enabling partners and internals to acquire the skills and competencies needed to thrive in today's fast-paced environment. Together we started looking at Augmented Reality, Virtual Reality, 360 Video, and mobile technology to support their 5G quest and showcase its true potential. The project started with the name of Nokia ontheGO, and later adopted the Nokia Learn name.

Results

Nokia put this to work as a cutting-edge learning content tool integrating video, audio, PDF support, AR, VR, and 360 video. This tool empowers content managers to share micro-content about Nokia products with learners on mobile devices, promoting flexible and personalized learning. Learners from both partners and internal divisions could learn anytime, anywhere. We also put in place QR codes on products and points of information to support these with Nokia Learn content.

The result: reduced costs, enhanced training value, and an elevated image for NokiaEDU. Our innovation extends to engaging dynamic break-out sessions during instructor-led training, immersing learners in engaging mobile content. On the other hand, it enabled instructors to create bite-sized pieces of information to offload heavy courses.

  • 10.000+ downloads

  • New content is being created constantly

  • Reduced time of R&D to content creation for learning

  • Mobile learning everywhere for partners and internals

Our role

UX Design

Research (Scope, Persona, Journey, Use Cases, Usability testing)

Rapid Prototyping (User flows, Wireframes, Interactive prototypes)

User Interface Design (high fidelity)

Dev handover and testing (brainstorm ideas and problem-solve to support an MVP approach, testing scenarios)

A bridge between R&D and our innovation team (gathering needed 3D specs, tech info, and converting technical models)

3D Design (Blender models, Unity Scenes, Assets)


Timeline

8 months (2016)

What was the problem?

Logistical challenges and outdated content were hindering Nokia's 5G image despite an online platform revamp.

Learning at NokiaEDU in 2016 posed logistical and image challenges for the business. The scarcity of Subject Matter Experts in their cutting-edge technology forced SMEs and their audience to travel globally for expert training on Nokia’s products and services.

These comprehensive training sessions, extending over multiple days, presented a significant hurdle. Despite a complete overhaul of their online learning platform "MyPLE," the outdated content failed to enhance the image of Nokia's 5G capabilities.

“The training content is outdated and fails to enhance the image of Nokia's 5G capabilities.”

Meeting growing customer interest in 5G

Nokia is committed to evolving and expanding 5G FIRST as an end-to-end solution, designed to drive broader market adoption of 5G, via both mobility and fixed applications, as well as testing multiple 5G use cases. The company is building on extensive field experience already gained with Nokia 5G FIRST, which has generated valuable insights into areas such as higher frequencies, Massive MIMO, and beamforming.

All of this should be showcased in a manner that would fit such cutting-edge tech.

Mobile learning about cutting-edge technology

We already did a complete redesign of Nokia's online learning platform “MyPLE”, but the learning content on it was still outdated and didn’t do the 5G image any good.

Things needed to change. We started thinking about how we could create that wow effect and bring learning outside of the big blocks of learning content once in a while.

In the short term

Showcase the true potential, high-tech image of 5G and stimulate learning

Explore AR, VR, 360 Video, and mobile tech with NokiaEDU and Bell Labs to create that WOW-effect.

In the long term

Educate partners and employees with bite-sized content implemented in the NokiaEDU learning ecosystem

Empower content managers to share micro-content on Nokia products for flexible, personalized learning on mobile devices.

Our method

A phased approach

We set milestones and delivered a roadmap that would enable the business to see potential in the solution, expand on the solution, and implement the solution in the NokiaEDU learning content.

“Due to the skepticism of new learning methods and the complexity of the tech, we adopted a phased approach to create value one step at a time.”

Phase 1

Creating that first impression to provide the buy-in for the project.

Phase 2

Expand content and test viability of the application and content.

Phase 3

Educate content creators and implement the solution in NokiaEDU's way of working.

Our process:

  • Understanding the project context and business.

    Goals:

    • What is the current situation of internal and partner learning?

    • What is the future state?

    • What problems can we solve that would benefit the business and the customer?

    • What problems are given priority to tackle in this project?

    We performed various business workshops:

    • Stakeholders / Scope / Goals / KPI's / Milestones / Risks

    • Proto-Persona's

    • Empathy Mapping

    • Customer Journeys

    • Priority Matrix

    • Roadmap

  • Research and synthesis of behaviour and expectations of the users.

    Evaluation:

    • Current learning materials

    Field Research:

    • Observations (classes, certifications etc.)

    • User Interviews

    • Usability Testing

    • "Competitive” Analysis

    • “Market” Research

    Insights:

    • Outside-in journeys

    • Business Objectives vs User

    • Product Vision

  • Conceptual design of the solution.

    Architecture:

    • Information Architecture

    • User and Task Flows

    • Wireframing

    Validation:

    • Lo-Fi Concept testing

    • Validation Workshops with key stakeholders

  • Visualisation and validation of the solution concept.

    Visualisation:

    • User Interface Design

    • Prototyping

    • 3D Modeling Nokia products from R&D technical specs

    Validation:

    • High-Fidelity testing with users

  • Functional documentation (components, screens and flows)

    Development:

    • Hand-Over documentation (Sketch)

    • 3D Models and specs

    • Meeting Hand-Over

Business Alignment

Kickoff, stakeholder mapping and UX questionnaire

The initial stage of our engagement with the product team naturally involved getting a deep understanding of why they needed our help. It’s exceptionally important to help clients articulate their needs and understand the basis behind them. A good analogy here is that to shortlist a list of potential diagnoses we’re looking to define the symptoms well.

During the kickoff, we familiarized ourselves with the expectations of the business. Since this project started as an addition to their conventional learning methods, we had a lot of investigating to do about their current processes, expertise, and experience. An overwhelming amount of information was thrown in our direction, and we asked the client questions to clarify.

Research

Auditing the initial state of affairs

Armed with the ideas of product improvement, we proceeded with conducting an audit of the existing solution MyPLE to know what had to change. The research includes past documentation ( white paper / past UX work / past surveys / outline of the platform ), current usage, user research, and market research.

One of the major issues was that the LMS wasn’t really intuitive, which was a suspicion of ours that was then further proved by the usage data. We updated the LMS first, then thought about the additional solution later.

The rest of the improvement areas included working on the existing design components and visual design, reducing cognitive load, and better usability.

Observation & Interviews

As part of our research initiative, we engaged in conversations with both internal Nokia teams and external partners. To understand the dynamics of educating engineers on intricate equipment, we closely observed Subject Matter Experts (SMEs) conducting instructor-led training sessions. These sessions took place in various settings, ranging from traditional classrooms to cutting-edge research labs. This hands-on observation provided us with valuable insights into how experts were providing knowledge and guiding engineers in handling complex equipment.

Additionally, we held structured interviews with learners and instructors, including both internal Nokia teams and external partners. This direct engagement allowed us to delve into their experiences and challenges, providing invaluable insights that shaped our design process for a more targeted and effective solution.

UX Architecture & Concept

With a compiled list of challenges to address, our attention turns to devising solutions. Initial concepts, in their raw form, will be generated in abundance during this phase. The emphasis here is on quantity, allowing for diverse ideas. The most promising concepts will then undergo refinement, potentially merging to form the optimal solution.

Potential solutions ranged from:

  • Remote support for engineers with mobile AR

  • 3D model inspection with mobile AR

  • 360 Video of a lab with mobile VR

  • Classroom attention checklist integrated into learning modules

  • Enhancing classroom materials with mobile AR for breakout sessions

  • Podcasts for engineers

  • Bite-sized content for product updates

  • Content triggered by scanning a QR code around the training centers and offices

The WOW-effect

To create that first impression we had the task to integrate new technologies like Augmented Reality, Virtual Reality, and 360 video. This was mainly due to the need for a cutting-edge image and the utilization of other Nokia products like the OZO 360 camera and the new Nokia smartphones.

Benefits of Augmented Reality in learning

In the summer of 2016, nothing was quite as buzzy as the smartphone game, "Pokémon Go." Thanks to its augmented reality (AR) format — which blends real-world interactivity with an immersive video game world — the game spiked in popularity among K–12 and college students. It also introduced the concept of AR into the education sector.

By 2018, the AR device market was expected to reach about $660 million, a new infographic from the New Jersey Institute of Technology reports. While AR is still up and coming, several mobile apps have emerged to let students (both at the K–12 and higher ed level) engage with interactive books about space and human anatomy charts.

Testing our Concept and designing our User Interface

Concept testing

First release of the app

Iterated UI of the app

Key takeaways we've learned from this project

  • Don’t try to do everything at once. As well as being good general life advice, it also applies to learning. It is possible to create huge, complex learning content or worlds in AR when working together with Subject Matter Experts. While some products or services might warrant having detailed content or worlds to explore, many times, especially when explaining things, it’s best to segment information into multiple parts. Make the learners feel they’re in control.

  • Use physical interactions where possible in Augmented- and Virtual Reality. Most AR at the moment is restricted to mobile. Sure, there are some people with headsets, but those are still at the bleeding edge of technology. Consequentially, when designing an AR effect, it can be tempting to fall back onto mobile UX features for interaction, such as tapping and swiping. In a way, this is good, as it relies on what the user already knows. However, to make an AR effect feel truly interactive and fun, it often helps to incorporate interactions that occur not on the 2D screen, but in the “real” world.

  • Entise the user. Most AR at the moment comes in the form of social AR. That is filters for platforms like Instagram, Snapchat, and TikTok. On these platforms, the number of AR effects that users can choose from is huge, as it is easy to browse through effect libraries, trying out a new one every few seconds. This means that it’s super important to pique the user’s interest as soon as they start using your effect. Learning content should work the same way, keep the interactions flowing!

  • Multiscreen world. We’re living in a multi-screen world with screens as tiny as a smartwatch display to giant digital signages. Therefore it is essential for design to adapt to multiple screen sizes without compromising on the consistency. Taking into account both large tablets and small smartphones is tricky, especially when designing interactive content in AR. Testing is key here!

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