
GROUP PROJECT | 6 WEEKS
Connecting people who are passionate about experiential learning.
CHALLENGE
Create a product or service that challenges the traditional education system in a new way.
OPPORTUNITY
The current landscape of the US Education system is extremely restrictive. After receiving a high-school or post-secondary degree, most Americans are cut off from future learning opportunities by their early twenties. Sites like Lynda.com and Skillshare have worked hard to fix this, but have failed to address possibly the most important component of education—face-to-face, hands-on instruction.
SOLUTION
Journeyman serves as a platform to connect people who are passionate about experiential learning. It delivers a unique immersive experience that encourages personal learning.

CONTROL CENTER
SEARCH & BOOKING

BECOME A TEACHER
KEY FEATURES
DISCOVERY
INITIAL DESIGN OBJECTIVE
Disrupt the travel industry by creating a platform that allows travelers to learn a skill from a host while staying in their home.
INITIAL FEEDBACK
"That’s kind of weird. I don’t know how I’d feel about staying with someone I just met while they teach me a skill. I use AirBnB to save money and see new places, not to spend all of my time with the host. But I like the idea of hands-on learning!"
REMOVING OUR BLINDERS
At first, this feedback was difficult to accept. Our team members had spent time staying with strangers, and knew first-hand the value of getting to know a host while learning new cultural perspectives. However, we quickly recognized that most Americans have not had these experiences, and our idea may not appeal to more introverted and hesitant travelers.
STRATEGY
By prioritizing education above travel, Journeyman will appeal to students who want to learn without traveling, while also appealing to students who want to learn while traveling.
COMPETITIVE ANALYSIS
This analysis helped us find the need in the market for an accessible lifelong learning program that places value on a strong student-teacher relationships.
PERSONAS
Because of the infinite possibilities in student and teacher creation, we needed to agree on which combination of backgrounds, skills, and experiences would best tell the story of our product. Each team member took time to personally think about what he or she would hope to gain from using Journeyman. This process involved asking questions such as…
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What skill would I like to learn?
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What city would I like to visit?
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Would I work better with a male or female teacher?
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What is the ideal age of a teacher?
After coming back together and sharing ideas, our team decided to tell the Journeyman story using the following three personas:
DESIGN
THE OBJECTIVE
Design an accessible lifelong learning program that places value on a strong student-teacher relationships.
STYLE GUIDELINES




TEAM
MELISSA POE, Experience Design
LOUIS BOEHLING, Experience Design
DOUG WEST, Experience Design
MY ROLE
User Research, UI/UX, Branding, Illustrating, Prototyping
TOOLKIT