DanceCraft current product landscape showing the private lesson platform

DanceCraft

DanceCraft

DanceCraft is available to download on iPhone and Android today.

A mobile application that helps dance students discover, trust and book private lessons, and helps independent instructors get found with less admin work. Application is compatible with react native.

A mobile application that helps dance students discover, trust and book private lessons, and helps independent instructors get found with less admin work. Application is compatible with react native.

ux Research · Usability testing · Mobile Application (IOS and ANDROID compatible)

Year

2026

Role

End-to-end Product Designer (research, strategy, UX/UI)

Timeline

Sep 2026, On-going

Team

DanceCraft Company

METHODS & Tools

Workflow Walkthrough, User Interviews, Affinity Mapping, Empathy Mapping, Storyboarding, Personas, Journey Mapping, Competitive Audit, MoSCoW Prioritization, Figma, FigJam, Claude Design, Framer, React Native, Usability Testing (SEQ, SUS), Accessibility Testing


Overview

Booking a private dance lesson today happens across Instagram, WhatsApp, calendars and e-transfers. I interviewed students and instructors, mapped the current booking workflow, and defined a product that brings discovery, trust, availability, booking and payment into one dance-specific experience.

Current-state workflow walkthrough for booking private dance lessons

DESIGN APPROACH

This project followed Konrad’s seven steps of Design Thinking: empathize, define, ideate, prototype, test, implement, and learn. Each stage translated research evidence into a more grounded product decision.

Research · Empathize · Define · Ideate · Prototype · Test & Iterate · Implement

Problem

Private lessons are fragmented across disconnected tools

Independent instructors often rely on Instagram, WhatsApp, personal calendars, and e-transfers to advertise and manage private lessons. Students move between those same systems to compare instructors, ask for basic information, negotiate availability, and complete payment.

Private dance students and independent instructors need a more connected way to discover, evaluate, book, and manage private lessons because the current experience is fragmented across social media, messaging, calendars, and payment tools.

Seven-step current-state workflow for private dance lessons
Seven-step current-state workflow for private dance lessons

Design Problem

How might we connect the entire private-dance lesson journey so students can book with confidence and instructors can

gain visibility while spending less time on admin?

01 RESEARCH

Private booking has friction at every step

I ran workflow walkthroughs, asking students and instructors to walk me through their most recent private lesson from first contact to after the lesson, to capture behaviour rather than opinion. I followed with interviews: five questions for students and four for instructors. Participants were screened to have booked a private dance class before.

PARTICIPANTS

10 students, 5 instructors

Current-state workflow: discovery → inquiry → details → availability → booking → payment → lesson.

01 / RESEARCH

USER INTERVIEWS

Conducted structured interviews with both students and instructors

I interviewed 10 dance students and 5 independent instructors with real private-lesson experience. Participants first walked me through their most recent booking journey, then answered semi-structured questions about discovery, scheduling, trust, pricing, visibility, booking friction, pain points, payments, and desired features.

The research was designed around actual past behaviour, not hypothetical app preferences. Participants were screened for prior experience booking private dance lessons.

SCREENING CRITERION

Participants screened for prior private-lesson booking experience.

Research session with dancers discussing real private-lesson experiences.

SCREEN

Confirm real private-lesson experience.

SCREEN

Confirm real private-lesson experience.

WALK THROUGH

Reconstruct the journey from first contact through the lesson.

WALK THROUGH

Reconstruct the journey from first contact through the lesson.

INTERVIEW

Ask separate semi-structured questions for each side.

INTERVIEW

Ask separate semi-structured questions for each side.

SYNTHESIZE

Cluster findings into empathy maps, personas, and a journey map.

SYNTHESIZE

Cluster findings into empathy maps, personas, and a journey map.

INSIGHTS

Use recurring behaviours to define product requirements.

INSIGHTS

Use recurring behaviours to define product requirements.

WORKFLOW WALKTHROUGH PROMPT

“Think about your most recent private lesson. Can you walk me through everything that happened from the moment you first made contact until after the lesson?”

Student Interview Questions

Instructor Interview Questions

WHAT CAME OUT OF THE INTERVIEWS

Scheduling Difficulty • Difficult Visibility • Importance of Trust • Need for upfront information • Admin overhead

FROM CONVERSATIONS → PATTERNS

I synthesized recurring behaviours and pain points to find targeted users and make design decisions for DanceCraft should become.

What I heard

STUDENTS

Discover instructors through Instagram, WhatsApp, studios and word of mouth.

Want price, duration, location, style and open dates before contacting anyone.

Trust comes from visible credibility, videos, awards and past students’ achievements.

The hardest part is scheduling and slow replies.

INSTRUCTORS

Messages arrive on several platforms.

Instructors dislike repeating price conversations and find advertising hard with a small social following.

Instructor said they would use a centralized platform if it syncs with their iCal.

They would pay $5–10 a month if it brings students and increase reach.

02 EMPATHIZE

Affinity map

Scheduling is the shared pain point

Students want key lesson information upfront

Trust depends on visible credibility

Instructors carry heavy admin overhead

Emerging instructors need more visibility

Empathy maps

PERSONA 01

The Student Booker

“I want to know the price, availability, location, and who I’m learning from before I book.”

Original DanceCraft informed-booker persona

WHO THIS REPRESENTS

Dance students looking for private instruction who want an easier way to discover, evaluate, and book instructors using clear pricing, availability, location, and credibility information.

WHAT THEY NEED BEFORE BOOKING

Clear lesson information
Visible availability
Confidence in instructor credibility
Enough information to decide without repeated messaging

DESIGN IMPLICATION

The experience needs to answer the student’s most important questions before asking them to initiate a conversation.

Select the original persona artifact to view it full size.

PERSONA 02

The New Dance Instructor

“I’m spending more time coordinating lessons than actually teaching.”

Original DanceCraft instructor persona

WHO THIS REPRESENTS

Independent dance instructors who rely on social media, direct messages, and personal referrals to attract students, share lesson details, and coordinate bookings.

WHAT THEY NEED TO MANAGE

A clear way to present lesson details
Visibility into confirmed availability
Fewer repeated messages
Less administrative work between inquiry and booking

DESIGN IMPLICATION

The product needs to turn fragmented coordination into a clearer, more manageable booking flow for instructors.

Select the original persona artifact to view it full size.

JOURNEY MAP

Where does the experience break down?

Mapping the instructor journey exposed the most critical point in the experience: the period between sharing lesson details and confirming the booking. What begins as a promising student inquiry turns into repeated coordination and administrative work.

KEY OPPORTUNITY

The key opportunity is to support independent instructors with limited social reach while reducing the scheduling and booking friction between instructors and students.

Original DanceCraft instructor journey map

Select the original journey map to view it full size.

CRITICAL MOMENT

Between lesson-detail sharing and booking confirmation, coordination effort increases and the experience becomes administrative.

Why it matters: The prototype needs to reduce scheduling back-and-forth and make the path to a confirmed booking more direct.

OBSERVED

Repeated coordination before a lesson can be confirmed

INSIGHT

Booking friction between interest and confirmation

DESIGN DIRECTION

Make lesson details and availability visible earlier and reduce unnecessary messaging

FROM UNDERSTANDING PEOPLE → DEFINING THE PROBLEM

The interviews, empathy maps, personas, and journey map revealed that DanceCraft needed to solve more than discovery. The core opportunity was creating a connected path from finding an instructor to confidently confirming a lesson.

COMPETITIVE LANDSCAPE

Where the current landscape falls short

A quick comparison of adjacent platforms shows strong point solutions, but no experience designed around the connected private dance-lesson journey.

DanceCraft current landscape audit

Competitive Audit

DANCER LAB

Does well: Dance-focused learning and content.

Gap: Not a connected marketplace for instructor discovery and private-lesson operations.

DANCEHUB

Does well: Dance community and class discovery.

Gap: Limited support for independent instructors’ credibility, booking, and follow-up.

SUPERPROF

Does well: Broad tutor discovery and reviews.

Gap: Generalist discovery without dance-specific lesson management.

MINDBODY

Does well: Studio scheduling, payments, and wellness bookings.

Gap: Built for established businesses, not emerging independent instructors.

ACUITY SCHEDULING

Does well: Appointment scheduling and calendar coordination.

Gap: No discovery layer, credibility system, or dance-specific workflow.

DISCOVERY

CREDIBILITY

BOOKING

PAYMENTS

DANCE-SPECIFIC

DANCECRAFT OPPORTUNITY

DanceCraft’s opportunity is to support independent and emerging instructors with limited social reach while connecting discovery, credibility, booking, payments, and dance-specific lesson management in one experience.

Value Proposition

One platform. Value for both sides.

DANCECRAFT

PRODUCT DIRECTION

Turning research into product direction.

Each epic maps directly to research evidence, turning participant needs into a focused, testable booking experience.

FIND

FIND

VIEW STORIES

E1 Discovery + Visibility

FIND

VIEW STORIES

E2 Transparent Profiles + Trust

BOOK

BOOK

VIEW STORIES

E3 Availability + Booking

MANAGE

MANAGE

VIEW STORIES

E4 Payments + Lesson Management

MANAGE

VIEW STORIES

E5 Calendar Sync + Notifications

MVP PRIORITIZATION

What belongs in the first testable experience?

MUST

Profiles · search & filter · availability + iCal sync · direct booking · payment · reminders

SHOULD

Instructor following & opening alerts · language switch · paid visibility

COULD

Lesson notes · voice-to-text · recurring lesson preferences

NOT NOW

Studio, room, and group-class management

SUCCESS TARGETS

Defining success criteria

USABILITY TESTING — IN PROGRESS

These are the criteria guiding the prototype evaluation.

≥85%

booking task success (effectiveness)

<2 min

TTC Average (Efficiency)

≥ 5.5 score

Single ease question (Efficiency)

SUS ≥75

overall usability (Satisfaction)

0

General Bugs and Accessibility

POST-LAUNCH PRODUCT OUTCOMES

What I would measure after launch.

These are future product KPIs, designed to show whether DanceCraft reduces coordination effort and creates repeat value for both sides of the marketplace.

Coordination effort

Reduce messages exchanged per confirmed booking.

Instructor growth

Track new students gained through DanceCraft, especially for instructors with smaller social followings.

Repeat use

Track students who rebook the same instructor through the platform.

Early wireframes

Wireframe and
Prototype

I translated the research findings into low-fidelity flows focused on instructor onboarding, availability, and private-lesson management.

Interactive Prototype

MVP usability testing


This study evaluated the DanceCraft platform across the three core dimensions of usability: Effectiveness, Efficiency, and Satisfaction.

10 participants each attempted 8 critical tasks, from creating an account to completing a lesson booking.

Effectiveness was strong: participants completed 96.3% of tasks (77 of 80), well above the 78% industry benchmark, and 7 of 10 completed every task without a critical error.

View TTC Scores and Task Completion

Efficiency results were also positive. The average time on task was 69.3 seconds against a 120-second target, 96.3% of timed tasks finished within that target, and the average Single Ease Question (SEQ) score was 6.46 out of 7.

View SEQ Scores

Satisfaction was excellent, with an average System Usability Scale (SUS) score of 89.0 (grade A+), well above the industry average of 68. The one area that needs work is “Upload/View Lesson Videos.” It had the lowest SEQ average (5.6), two task failures, and the slowest completion times, because participants had trouble finding where videos are stored. We recommend making this entry point easier to find in the next design iteration.

View SUS Scores

Implementation and Beta testing

After the usability findings were incorporated, DanceCraft was submitted to the Apple App Store and Google Play and approved on both. The app is now in public beta, where real students and teachers are testing it in their day-to-day lessons. Their feedback is guiding final refinements ahead of the full launch and marketing campaign. DanceCraft is available to download on iPhone and Android today.

Beta TESTING — IN PROGRESS

DanceCraft mobile application screens

Reflection & impact

This project reinforced the value of grounding product decisions in real user behavior rather than assumptions. Research with both instructors and students revealed that the strongest opportunity was not just scheduling, but reducing fragmented communication while increasing visibility and trust for independent instructors.

DanceCraft evolved into a focused two-sided experience that helps instructors manage discovery, availability, bookings, payments, and profiles while giving students clearer information and an easier path to book private lessons. The final application directly reflects the highest-priority pain points identified through research and usability work.

Figma Prototype Interaction Video

Beta TESTING — INPROGRESS

Next project

Human-AI Collaboration

Human-AI Collaboration

Portfolio 2024–2026

Let’s design intelligent systems
that people can understand,
trust, and use.

Let’s design intelligent systems
that people can understand,
trust, and use.

Baran Shajari · Toronto, Canada

© 2026 Baran Shajari