Léo GuillonUniversité Catholique de Lille

Schedule management applicationProduct Design | Desktop app

Université Catholique de LilleReducing 90% of the email exchanges between professors and the administration

Schedule management application, desktop screens
UX research
Product design
High fidelity
Workshop
Advanced prototype
Qualitative research
Mission
As the project product designer, my mission was to lead the project to create a better user experience and interface. Through collaborative efforts, we identified how we could improve administration and teachers' lives. Leveraging user research and insights, I conceptualised and led the development of responsive user interfaces and prototypes, overseeing the project's visual direction to ensure a cohesive experience.
Team structure
2 Product designers (including me)
Research methods
Interview, Focus group, Competitor analysis, user testing
My role
Product Designer, visual design, Facilitator
Platform
Web app (Desktop)
Time Frame
Completed in 3 months · 2023-2024
Design tools
Figma, Paper, Whimsical

Overview

The client came to us with a specifications document outlining their needs. This document was divided into several stages to first produce an initial usable version. This version was then revisited and refined to make it even more realistic.

Objectives

  • Identify the needs of the specifications and users to optimize the experience.
  • Reduce over 90% of email exchanges between professors and school administration.
  • Achieve a 60% stakeholder adoption rate in the first year.
Université Catholique de Lille, Overview

Strategic Value

  1. Aligning user and business needs

    Address user expectations while respecting technical and organizational constraints.

  2. Workflow simplification

    Centralize and optimize administrative processes to save time and reduce human errors.

  3. Scalable solution

    Design a modular platform capable of integrating additional features in the future.

Strategic Value

Outcomes

  1. Immediate impact

    Reduced 90% of administrative email exchanges upon implementing the platform.

  2. Increased efficiency

    Simplified forms and automated frequent tasks.

  3. Targeted adoption

    Positive initial feedback with a goal of 60% active usage within 12 months.

Outcomes
01 / 08
Results

The challenge

From the start, several major challenges emerged. These shaped the strategy and decisions made throughout the project.

  1. Overly ambitious initial scope

    The first prototype included overly advanced features, making development complex and time consuming. We had to reduce the scope to focus on a clear MVP centered on key functionalities.

  2. Inexperienced users

    The platform needed to be intuitive and designed to minimize common errors (e.g., lost information or duplicated tasks). These specific needs emerged during user testing.

  3. Complex technical integration

    The platform had to integrate with the university’s existing API, developed by a third-party company, which added technical constraints.

Example of a change
Example of a change

Before → After

The first mockup had to be revisited as constraints were added throughout the project. Drag the handle to compare the initial version (before) with the focused one we shipped (after).

After
Before
BeforeAfter
Drag to compare

Research

To ensure a user-centered approach, multiple research methods were employed, focusing on collaboration with stakeholders and end-users.

Workshop 1: Understanding the Brief

  1. Objective

    Challenge initial expectations and clarify business and user needs.

  2. Method

    Collaborative workshop with stakeholders to explore the brief.

  3. Outcome

    Discovery of additional expectations, including specific workflows not mentioned in the brief.

Workshop 1: Understanding the Brief

Workshop 2: User Interviews

  1. Objective

    Explore the constraints and expectations of future users (professors and administrators).

  2. Method

    Semi-structured interviews with 4 participants.

  3. Outcome

    Identification of frustrations related to current tools and essential needs.

Workshop 2: User Interviews

Workshop 3: Ideation and Co-Creation

  1. Objective

    Generate ideas and structure priorities for the design.

  2. Method

    Collaborative workshop with users to lay the foundation for the prototype. Method Six to One.

  3. Outcome

    A structured list of key ideas for prototype development.

Workshop 3: Ideation and Co-Creation

Insights & Results

Through research, several key insights emerged, guiding the recommendations and solution design.

Insights

  1. Cognitive overload

    Users were overwhelmed when too many options were presented at once. Insight : Limit choices and provide guided workflows.

  2. Error frustrations

    Data duplication and information loss were recurring problems. Insight : Incorporate auto-save mechanisms and error alerts.

  3. Diverse user base

    Skill levels varied significantly among users. Insight : Design an interface suitable for novice users while retaining advanced features for experienced ones.

Recommendations

Prioritize essential functionalities and exclude marginal use cases for the first version.

Recommendations

Automate repetitive tasks to reduce human error.

Université Catholique de Lille, Insights & Results

Conduct rapid iterations based on user feedback.

Université Catholique de Lille, Insights & Results

Testimonials

The new platform is simple and efficient. We’ve drastically reduced unnecessary exchanges, saving us a lot of time.

University Professor

We finally have a tool that meets our real needs, not just what was outlined in the initial brief.

Administrator participating in the workshops

My learnings

This project offered several valuable lessons, both methodological and human.

  1. Re-challenging initial requirements is key

    This project emphasized the importance of questioning initial requirements. User research revealed significant gaps between the client’s brief and real user needs. By involving users early through interviews and workshops, we refined the scope and delivered a solution that truly aligned with their expectations. This experience solidified my belief in the value of validating assumptions at the start of any project.

  2. Simplicity enables efficiency

    Initially, our design was too complex, which delayed development. Reducing the scope to a focused MVP allowed us to prioritize key features and address core needs efficiently. This taught me that starting small and iterating based on feedback often results in faster delivery and higher user satisfaction.

  3. Collaboration drives success

    Close collaboration with developers, stakeholders, and users was critical to the project’s success. Regular communication helped bridge gaps between technical feasibility and user expectations, fostering a shared vision. I learned that creating space for diverse input strengthens both the process and the outcome.

  4. User error prevention enhances satisfaction

    Testing revealed that users often made simple errors, such as misclicks or overwriting data. Adding features like autosave and error alerts significantly improved their experience. This taught me that anticipating and mitigating user mistakes is key to building trust and satisfaction.

  5. Early testing saves time

    Limited late-stage testing highlighted issues that could have been caught earlier. This showed me the value of integrating usability testing during the wireframe phase to identify and resolve problems sooner, saving time in later iterations.

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