I utilize various methodologies such as market research, competitive analysis, and user interviews.
Research Goals
Get to know how people are studying music theory.
Uncover people’s experience learning the songs and solos they want to play on the guitar.
Understand the market of mobile applications and learning platforms related to guitar learning.
Identify the target audience of our product.
Learn about how the main competitors of our product are catering to customers’ needs, as well as their strengths and weaknesses.
Hypothesis
Individuals do not have enough time to watch long and boring lectures about music theory and practice their guitars.
Individuals have problems with learning their songs while they practice guitar.
Individuals do not understand music theory and have problems with how to start learning it effectively.
Individuals feel stuck at some point while they try to practice guitar skills and learn some stuff.
Individuals could be overwhelmed by the vast scope of music theory on the internet.
Market Research
Starting with market research is essential to gain a complete understanding of the market landscape. This enables me to determine what is already known, what needs to be explored, who the intended audience is, and what the latest trends or news are. The information gathered from this initial research is the basis for creating user personas and crafting effective questions for primary research.
Microlearning
Microlearning is on the rise, which involves:
The supply of educational content is broken down into separate small units.
Mastering a single micro-skill.
Most often - independence from separate platforms.
In quantitative terms, the direction so far looks modest. In 2019, the microlearning market was equal to $1.5 billion, even though it has the prospect of reaching $2.7 billion by 2024 at an average annual growth rate of +13.2%.
Mobile learning
Popularization is among the strongest trends in mobile learning. By 2020, the volume of global mobile learning promised to approach $38 billion, and, according to experts, calculations justified. The largest share of the market is North America, but Europe and countries not much of Asia-Pacific lag behind her. By 2024, the market size is expected to reach at least $70.1 billion, with an average annual growth rate, according to various estimates, of 17–23%.
Gamification
In 2018, the digital educational market products built on gaming principles were measured at $2.4 billion, and it is expected that by 2024, it will increase to $4.3 billion. The most interested in game interaction, young generations have not reached the peak of influence. Meanwhile, by 2025, millennials are expected to be 75% of the world's workforce.