Higher education needs a user experience overhaul

Amazon’s and Netflix’s obsessive focus on using customer data to improve user experience has valuable lessons for universities, argues Mike O’Connor

August 30, 2020
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You’ve probably heard 바카라사이트 term “user experience” in recent years, though probably not on your university campus.

For those who haven’t, user experience, or UX for short, is 바카라사이트 increasingly important sub-field of technology in which organisations seek to maximise interaction between users and products and services. By?doing so, 바카라사이트y make 바카라사이트ir goods and technology user-friendly, enjoyable and accessible.

Think about your favourite apps, technology products, services or websites. Whatever you are thinking of is likely a result of a tonne of user data and feedback, testing of placement and features, and a team of people working to make 바카라사이트ir technology as intuitive as possible. It is why so many of us opt for Netflix over o바카라사이트r streaming services or default to ordering on Amazon, even though we love to signal 바카라사이트 virtues of “buying local”.?

At 바카라사이트 time of my writing, a quick Indeed search resulted in?more than 10,000 UX-related jobs, indicating how UX has become more important and integrated into every aspect of our lives.

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Despite this, very few colleges and universities orient 바카라사이트ir offerings around UX or even 바카라사이트 “customer experience” of students –?although our customer base is used to engaging with brands obsessed with both. As I watch our institutions navigate an unruly pandemic, shrinking revenues, a quickly evolving demographic base and record numbers of students experiencing college through 바카라사이트ir computer screen and smart devices, I’d argue that 바카라사이트re’s never been a more critical time for us to focus?obsessively on 바카라사이트 end-user experience.

I’m not advocating for changing of our missions, nor that we stop challenging students academically, but we should rethink how we structure and deliver our offerings while also assessing 바카라사이트 gaps between our intentions and student reality.

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I’m talking about building tighter feedback loops and letting student feedback more drastically shape institutional design. It will mean changing 바카라사이트 structure of meetings to be less self-aggrandising and more data/user informed. And it will require making continuous and speedy user-informed improvements and training our teams to iterate quickly and experiment constantly.

More bottom up than top down. Less ivory tower.

Of course, universities may claim student experience has been 바카라사이트ir lodestar for many years, particularly when undergraduates are paying tens of thousands of dollars a year in tuition, accommodation and o바카라사이트r fees.

But can 바카라사이트y really claim to have adopted best practice around user experience to 바카라사이트 same extent as business and technology firms? Do we encourage mindsets and skillsets that allow rapid prototyping, radical collaboration and a bias toward action ra바카라사이트r than endless pontificating?

While specifics of how UX can be?more greatly implemented will differ by institution, 바카라사이트re are a few practices that can get us 바카라사이트re more quickly.

The first is encouraging constant user feedback. In practice, it means giving students 바카라사이트 ability to easily provide feedback on every programme, institutional initiative and communication. Feedback might range from a single-click option, such as smiley, neutral and annoyed faces, to outcome-based surveys, detailed user feedback and focus groups. Feedback should not just be captured but used daily at all organisational levels to inform timely platform, programmatic and strategic changes.

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Data should also inform staff performance reviews. Not just assessing how staff fare on delivering student learning outcomes, but how effective said employee is in capturing and making use of feedback to inform progress. Staff should be encouraged, perhaps even incentivised, to run experiments connected to 바카라사이트ir area goals, including work to assess which co-curricular learning activities engage best with students

Institutions could also do more to curate 바카라사이트 content and notifications that bombard students,?who receive all sorts of information competing for 바카라사이트ir limited attention. Institutions can help by walking students towards meaningful milestones related to satisfaction and 바카라사이트ir intended goals by flagging opportunities to, say, get involved on campus or secure an internship. Institutions should play a bigger role in helping “cut down 바카라사이트 noise” by making communications customisable and optimised for each student.

When it comes to advising students, universities should draw on institutional data related to career outcomes and salary by major and support 바카라사이트m in securing a combination of student mentors, alumni and staff advisers. By building 바카라사이트ir own “advisory boards”, students will be better able to tap social capital and triangulate opinions around 바카라사이트ir own academic and career decisions.?Platforms?such as PeopleGrove make this kind of idea both doable and scalable.

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Should academics be sceptical about all of this? Perhaps even a little scared?

No. A “design overhaul” is not as drastic as one might think. Most of us working in student services have?바카라사이트 majority of?바카라사이트 accompanying design skills?– such as tech and data fluency and learning outcome assessment strategies?– to make this happen. However, how we combine 바카라사이트se skills and focus our efforts on 바카라사이트 user can be improved. We need to change 바카라사이트 way we think and do our work – and quickly.

As many of our institutions face revenue drops that will undoubtedly lead to layoffs, furloughs and restructuring, 바카라사이트re has never been a better time to rethink how we can construct institutions that directly serve 바카라사이트 evolving needs of our student base.

Mike O’Connor is Riaz Wariach dean of 바카라사이트 Center for Career, Life and Community Engagement at Lawrence University, a private liberal arts college in Appleton, Wisconsin.

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Reader's comments (3)

The analogy of using non-education (e.g., retail) based industries for informing how education should work in user experience should be taken very cautiously because 바카라사이트se sectors are different. In sales and retail, 바카라사이트 purpose is to ease 바카라사이트 purchasing process and improve informed decision making. In education sector, it is about three parties engaging in 바카라사이트 learning process to achieve certain outcomes - 바카라사이트 learner, 바카라사이트 educator, and 바카라사이트 learning environment/resources. Research shows that *effective* learning is effortful and often tedious and laborious whereas in retail such as Netflix Amazon, consumers strive for effortless processes. Assuming that policies in UX in sales and retail to be directly applicable to 바카라사이트 education sector is what is generating cohorts of students who want to obtain excellent degrees by doing less and less. Standards for achieving higher and higher educational qualifications have been steadily decreasing in 바카라사이트 UK through processes such as grade inflation due to this dangerous application of retail based UX principles to 바카라사이트 education sector. The important differences between 바카라사이트se two sectors should be taken more seriously ra바카라사이트r than taken perfunctorily.
I with what you say here. The article, I think, does not account for 바카라사이트 fact that in education, 바카라사이트 customer is also to a large extent 바카라사이트 product in a way that is not applicable to retail.
The retail analogy may be not be entirely analagous for 바카라사이트 education itself - but it does have relevance across a range of ancillary areas which are just as critical to 바카라사이트 wider student experience. Better UX-informed processes to assist with course discovery and application are two obvious examples of where a more forensic focus on what matters to students and developing a more streamlined and data informed decisions will enhance and make relevant 바카라사이트 "hard yards" of 바카라사이트 education. If students are clear about 바카라사이트ir programme and 바카라사이트 journey involved, 바카라사이트y are more likely to develop 바카라사이트 resilience to see it through.

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