Background

NokiaEDU and Bell Labs, together, are enabling businesses to acquire the skills and competencies needed to thrive in today's fast-paced environment. When we partnered with them in 2016, we set out to push the boundaries of learning. We began exploring Augmented Reality, Virtual Reality, 360 Video, and mobile technology to support our 5G quest and showcase its true potential.

Zooming in on Nokia Learn, a mobile app dedicated to partner and internal micro-content.

The problem

Learning at NokiaEDU in 2016 provided logistical- and image problems for the business. There weren’t too many Subject Matter Experts on the advanced technology they were providing to customers. This meant these SMEs or their audience had to travel around the globe for expert training about Nokia’s products and services. And this training all came in big blocks that took multiple days to complete. We had already done a complete redesign of their online learning platform “MyPLE”, but the learning content on it was still outdated, which didn’t do Nokia’s 5G image any good.

Nokia, NokiaEDU

Nokia Learn

Creating a native Android and iOS app that opens any content, including 360 videos, Augmented Reality, and Virtual Reality as well as normal video, images, and documents to support internal and customer learning.

5/5 ⭐️
App store

“Nokia SMEs or their audience had to travel around the globe for expert training about Nokia’s products and services.”

Hypothesis

We believe that providing mobile learning with cutting-edge technology for our customers and internals will stimulate learning, reduce cost and showcase the true potential and high-tech image of 5G.

Our role & collaboration

  • Management of design team (product 3d design team and app team)

  • UX analysis (flows and persona)

  • Design (app, 3d design, animations AR/VR, and branding)

  • Lo-fi prototyping (basic flow and interactions)

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

  • How we came to the proposed solution

How we came to the proposed solution

We are big proponents of making quick prototypes and getting them in front of people so that we can validate/test ideas. We had the availability of a lot of internals ranging from Subject Matter Experts and researchers to leadership to iterate on these ideas. We tested actual releases by introducing different modules bit by bit in instructor lead classes. Using a QR code as a trigger for Nokia Learn-driven content, we established a way for users to segway from conventional content to the “new” content. For this project, we used a combination of sketches, Balsamiq, Adobe XD, Sketch, Blender, and Unity to prototype full flows of our concepts and interactions for both the mobile app and its learning modules.

How the solution solved our user’s problem

This was our biggest achievement as of yet. We combined all of the work we did in AR, VR, and 360 video and put it together in the ultimate tool to open and manage content. This includes designing the content (3D models and schematics etc.) and having content managers able to share it with the learners, after which the learners can open up this content on their mobile or tablet devices. Learners could learn what they want when they want. This reduced costs for the business, added value to the existing training, and boosted the image of NokiaEDU. We implemented break-out sessions during Instructor Led Trainings with the mobile app, getting learners to play and learn in AR & VR.

This resulted in

  • 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

Key takeaways

  • 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 peak the users 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 multiscreen world with screen as tiny as a smartwatch display to giant digital signages. And therefore it is essential for design to adapt to multiple screen sizes without compromising on the consistency. Taking into account both large tablet and small smartphones is tricky, especially when designing interactive content in AR. Testing is key here!

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