ByteMentor

Screes of ByteMentor floating showed in three different angles
CONTACT

OVERVIEW

ByteMentor Thumbnail

The Problem
Career paths in IT a dominated by the male gender. This clashes with UN SDG 4.3: Equal access to education and opportunities.

The Goal
Create an app concept that makes exploring IT apprentiseships simple, engaging, and inclusive.

My Role
I worked through the full product design process - empathize, define, ideate, prototype and test - within a group of three.

The Setup
This group project was part of the "Prototyping" Module at the University of Applied Sciences Grisons. Over one semester we learned UI/UX principles and applied them directly to this concept.

UNDERSTANDING THE USER

User Research

We started this project by listening. Four young women sat down with us, some already in IT apprenticeships, others still unsure what to choose.

We set out to learn:

  • What actually makes choosing an IT path hard?
  • Which info and support do they really need to decide?
  • How does gender bias shape their choices?
  • How much do schools, tools, and peers influence that journey?

At the beginning, we wanted to build an app to address gender gaps in IT apprenticeships. But after talking with our interviewees, we discovered the pain points were not about gender... they were about complex job descriptions and a lack of self-confidence. Because of these insights, we changed the app's course from gender equality to easy exploration and self-testing.

Pain Points

Lack of Clarity:
Job descriptions sound nothing like day-to-day reality

Uncertainty:
“Am I even good enough for this?” was a recurring theme

Scattered Information:
Critical info lives in five tabs, three PDFs, and a guidance counselor’s inbox

Limited Connections:
Few direct ways to meet companies or mentors

Lack of Clarity:
Job descriptions sound nothing like day-to-day reality

Uncertainty:
“Am I good enough for this?” was a recurring theme

Scattered Information:
Critical info lives in five tabs, three PDFs, and a guidance counselor’s inbox

Limited Connections:
Few direct ways to meet companies or mentors

Persona

Out of these conversations, Sophie emerged: a composite persona who wants to explore IT but keeps hitting fog, vague job descriptions, intimidating skill lists, and no real human bridge into the field.

Persona Sophie and her characteristics

On top of that, we created problem and solution scenarios to highlight the challenges, uncertainties, and possible solutions, leading up to the definition of our problem statement.

Point-of-View (PoV) statement

Sophie is an aspiring apprentice, who needs a clearer understanding of what an IT career actually looks like, because the lack of practical insights makes it difficult for her to make a confident career decision.

User Flows

We began with a single flow: take the Interest Text. This quick quiz narrows the endless list of apprenticeships to the few that truly fit, so users don’t drown in options and is a main part of the app

User Flow: Take the Interest Test

Information Architecture

To keep ByteMentor's IA we spread every feature and page onto a wall of sticky notes, then reorganized until the most common questions could be answered in two taps or less. Our priorities:

  • Fast entry points for career paths, skill‑fit quizzes, and open apprenticeships
  • Logical clusters of content so users see only what’s relevant and avoid information overload
  • Intuitive way‑finding that feels familiar to first‑time visitors yet stays efficient for return users
ByteMentor's IA

STARTING THE DESIGN

Sketching & Paper Wireframes

Before we sat down to sketch, we conducted a quick 6-3-5 method: each of us wrote three rough ideas, passed the sheet to the next person, and repeated for five rounds. In thirty minutes we had a stack of evolving concepts. No judging, just building. The best fragments got merged into low‑fi sketches.

Digital Wireframes

REFINING THE DESIGN

High-Fidelity Prototype

A preview of ByteMentor showing the three main screens Screens of ByteMentor

Usability Test

For our Usability Test we ran the prototype on a phone in Figma, where six teens could try it out. Two of the six participants had joined our first-round interviews, so we could watch how the design answered their earlier pain.

The test sessions were distributed as followed:

  • Team sessions 3x: One of us moderated, the other two captured observations
  • Solo sessions 3x: I moderated ond noted reactions myself

Future Improvements

After one semester of hand-on prototyping and lectures on UX/UI principles we created a flesehd out app concept. One of the biggest challenges was squeezing research, design, other module work, and exams into the same calendar while working part-time.

At the end the Usability Tests paid off: they surfaced quick wins (fix the back button) and bigger roadmap items (smarter carousels, clearer favourites). These insights were noted as future improvements:

Fix the back button:
Make sure it always returns to the previous screen.

Tighten the carousel:
Show only images that match the selected profession

Clarify Favourites:
Add a brief tooltip explaining how saved items work

Hide irrelevant results:
Give users a quick way to remove roles that don’t fit their interests

Fix the back button:
Make sure it always returns to the previous screen.

Tighten the carousel:
Show only images that match the selected profession

Clarify Favourites:
Add a brief tooltip explaining how saved items work

Gentle reminders:
Give users a quick way to remove roles that don’t fit their interests

Let's work together!

For any inquiries, collaborations, or just to say hello. I would love to hear from you!

© 2025 Anthony Zoss. All rights reserved.