Engagement trough gamification

Gamified online learning platform

ROLE

Generalist UX/UI Designer

YEAR

2023

Project description

A solution that seeks to identify important habits and actions in the learning process. Our mission is to make the learning journey more rewarding and effective for everyone.

The goal is to build a distance learning platform that can inspire and engage students, empowering them to overcome distractions and successfully complete their study activities.

The problem

With the increase in online teaching platforms, studying remotely has become easier. However, alongside this convenience, challenges arise that affect students, teachers, and even those who invest in these platforms.

The problem is that many students end up giving up studying online, and this affects everyone: students, teachers, and even those who created the platform. They feel demotivated and cannot see progress in their studies. This happens because the platforms lack tools to keep students engaged and focused. Solving this not only improves business but also keeps students happy and motivated, which is good for everyone.

Process

Competitor analysis

When analyzing competitors, it was possible to identify that none of the main competitors had the feature of complete itinerary suggestions. It was concluded that this would be a great differentiator for the application.

User research
To understand the needs, desires, and behaviors of users of a product, it is essential to conduct User Research. By understanding users' needs, it is possible to create more effective and satisfying solutions, which ultimately leads to a good user experience when using a product or service.

49 users
5 hours
average study time of participants per week
61,2% of users aged between 24 and 34 years
34,7% are looking for courses to make a career transition

Persona and the user's journey

An important step in better understanding our target audience was creating the persona Clara Santos. She was developed based on data collected from quantitative and qualitative research.

Solution

Drafts and wireframes

After gathering valuable information through research and in-depth analysis, we realized that to keep the student motivated until the end of the course, a reward system would be welcome.

For each completed module, for each quiz answered, and for each case delivered, the student earns a predefined amount of points. When the student finishes the course, they will be able to exchange the points earned for money, once they reach the goal of 1000 points.

Wireframes

Upon completing all the analyses, we began working on the medium fidelity prototype to bring our ideas to life. To do this, we immersed ourselves in the design platform Figma.

These simpler visual representations helped us sketch out the layout of key elements and the logic of interaction, allowing us to visualise the user journey in a more accurate way.




Usability Test

We conducted a usability test with the medium-fidelity prototype of our platform.
While analyzing the tests of our users interacting with the platform, we identified areas for improvement and refined the navigability.

9 user

5 tasks to complete

1 task presented greater difficulty in execution.

After analyzing the results of the usability test, it became clear that we needed to improve the visibility of the chat with friends. We realized that this feature was fundamental for user interaction and community growth within the platform.

Style Guide

The Style guide is an essential tool for maintaining brand consistency, improving design efficiency, and providing an intuitive and high-quality user experience. It serves as a map that guides all visual aspects, being a vital element for designers.

You can check a part of the style guide at the images below and a complete version here.




Prototype

Finally, after some interface changes and the application of colours, typography, images, and forms, you will be able to view the final high-fidelity prototype by clicking here on the link.