Project Overview
Despite the rise of digital learning, many students—especially in math—struggle to find resources that match their pace, learning style, and motivation level. At the same time, educators face challenges in scaling quality instruction while keeping learners engaged.
This project focused on building a math-focused course marketplace that serves both learners and educators. The platform allows students to browse and enroll in personalized math courses while incorporating gamified motivation mechanisms. Educators can create and manage student groups, track progress, and assign lessons through intuitive dashboards.
Industry
EdTech (2023-2024)
Target Users
Students, Parents, Private Tutors, Educational Institutions
Role
As the UX Designer, I led the end-to-end UX process—from initial discovery to final design handoff. My responsibilities included:
-- Conducting stakeholder and user research
-- Creating user journeys, and task flows
-- Designing wireframes and collaborating with UI designer for high-fidelity prototypes in Figma
-- Testing with students and educators, and refining designs iteratively
-- Designing and integrating gamification features to improve engagement and consistency

Students often find it difficult to discover math courses that align with their learning level, pace, and personal goals. Many platforms offer generic content with limited guidance, making it hard for learners to stay motivated and make progress. At the same time, educators lack user-friendly tools to engage students effectively and adapt to their individual needs.
Following challenges make it difficult for students to fully rely on online platforms for effective class
-- Lack of personalisation & motivation
-- Poor Engagement
-- Unclear progress tracking
-- Overwhelming or Poor Navigation
-- Poor Engagement
-- Unclear progress tracking
-- Overwhelming or Poor Navigation
Below are some of the issues undermine educators' confidence in using online platforms as a dependable solution
-- Limited class management tools
-- Poor assessment & tracking features
-- Difficulty in buying multiple courses in a group
-- Low student engagement
-- Poor assessment & tracking features
-- Difficulty in buying multiple courses in a group
-- Low student engagement

DISCOVER
Stakeholder Interviews
To align the design process with the broader business and technical objectives, we conducted stakeholder interviews with the CEO and Product Manager to gain insights into the product vision, business goals, technical constraints, and success metrics. Key insights included the need for:
-- Better student retention metrics
-- More tools to help educators scale quality teaching
-- An interface that appeals to both younger learners and adults

User Research
Although the discussions were informal, we spoke with 3 parents of children aged 6–14 and 2 tutors—one from a private tutoring center and another representing an educational institution. These conversations helped us gain valuable context about their current experiences and challenges. We asked targeted questions to identify pain points and guide feature prioritization. Some of the key questions included:

These informal interviews gave us insights into real pain points and motivators. We discovered a common desire for progress visibility, positive reinforcement, and simple navigation. Many parents noted that their children lose interest without clear rewards or feedback.
Competitor Analysis
As a team of UX and UI designers, we also conducted a competitive analysis of existing platforms such as Khan Academy, Udemy, Brilliant.org, Duolingo, and BYJU’s. While each had strong features, they also presented certain usability gaps. Through this analysis, we identified key opportunities and effective elements such as:
-- Gamification loops (Duolingo)
-- Micro-learning (Brilliant)
-- Course variety (Udemy)
IDEATE
Key Opportunities & UX Implications
To keep learners engaged and progressing, we decided to integrate motivational design throughout the platform. These features were planned during the ideation phase:
Daily Learning Goals – Lessons were divided into short, achievable chunks to reduce cognitive overload and give users a sense of completion.
Visual Progress Bars – Clear indicators of chapter and course progress to give students a continuous sense of achievement.
Daily Streaks – Introduced to encourage consistency and build habit loops.
Coin-Based Reward System – Completing lessons earns coins which can be redeemed for discounts on new chapters—making learning feel rewarding.
School Leaderboards – Allow students to compare progress with peers and see their ranking improve over time.
Positive Reinforcement Language – Encouraging copy like “Great job!”, “Try again—you’re getting closer!”, and “You’ve unlocked a new badge!” were included in all feedback states.
These elements directly influenced the information architecture, UI component planning, and layout hierarchy.
DEFINE & DESIGN
Task Analysis
Based on the research insights and their implications, we conducted a task analysis of a student’s journey—from joining the platform to searching, enrolling, practicing, and completing a course. This analysis breaks down key user tasks, associated goals, step-by-step actions, and potential UX challenges. It served as a foundation for identifying usability gaps and informing more intuitive, user-centered design decisions. Below are some of them.

The research insights and defined user needs were translated into tangible design solutions. I collaborated closely with the UI designer through multiple sessions, where we reviewed initial paper sketches and discussed user flows. These sessions formed the foundation for creating detailed Figma designs for all key screens. The designs were iteratively refined based on our internal reviews before being presented to the entire team and then to the client. Weekly scrum calls ensured alignment, timely feedback, and smooth progress. We prioritized the student-side application first, and once finalized, moved on to designing the interfaces for teachers and institutions. Below are selected screens showcasing key interactions across different user types. Design highlights:
-- Kid-friendly font and colors that appealed to younger learners without feeling too childish
-- Progress bars embedded into the course cards and dashboards
-- Gamified rewards screen after completing lessons
-- Coin wallet and redemption screen
-- Dynamic streak counter widget displayed on course/test completion
-- Leaderboard component integrated into school-linked accounts
-- Micro-interactions were crafted for animations like coin-earning and level completion to increase delight.
Student module

Student Purchased Courses

Search & Find Courses

Course/Test Questions

Rewards when completing a test/course

Completed Tests list

Rewards screen
Institution Module

Students List

Cart View

Purchased Courses

Test Details
Teacher Module

Groups List

Group - Courses list

Group - Tests list

Purchased Courses
TESTING & ITERATION
Usability Testing: Students
We tested the student experience with 6 children (ages 6–14) using a clickable prototype. They were asked to: Log in, browse a course, and begin learning, Complete a lesson, View their progress and collect a reward.
Observations & Feedback:
Kids loved seeing their streaks grow and wanted to log in again the next day
Coin rewards made them feel accomplished
The visual progress bar made it clear how much was left, reducing drop-off
“Retry” messages were helpful and encouraging
Changes Made:
-- Confusion in the quiz interface → simplified layout with help video on 'how to answer the question'
-- Rewards screen felt underwhelming → added micro interactions and changed coin colors
-- Students needed to set a time for study → We intentionally designed a “That’s a wrap for today!” popup that appears when children complete their scheduled lessons for the day—customized based on their age and grade level. This moment acts as a positive closure loop, reinforcing a sense of accomplishment while gently encouraging healthy learning habits. The message uses uplifting language and friendly visuals to prompt children to take a well-deserved break and return the next day, supporting habit formation and learning consistency without overwhelming them.
Usability Testing: Educators
We shared early prototype screens to 2 private tutors and tasks included the adding courses to cart, checkout, view purchased courses and itscourse detail screens. They highlighted critical gaps:
-- Difficulty managing groups → added group management dashboard
-- Confusion with multi-course cart → introduced “assign to group” selector
-- Lack of progress visibility → designed performance summaries

We successfully launched the pilot version of the platform at the end of 2024, aligning it with year-end exam preparation for students in Grades 2 to 6 from select partner schools.
User Adoption & Engagement
Within the first 3 months, over 100 students were onboarded via individual sign-ups. The platform became a self-paced, supportive learning companion at home.
Parent & Student Feedback
-- Parents praised the platform’s motivation-driven design, especially the use of visual progress bars and the coin-based reward system, which helped maintain their children’s interest in learning.
-- 9 out of 10 students returned regularly to maintain their daily streaks, showing strong consistency and habit-building through the platform’s gamified approach.
-- 100% of students under age 10 were able to do the course/test independently, completing practice tests and daily lessons without needing adult help—demonstrating the success of the child-friendly design and intuitive UI.
Feature Impact
The “That’s a wrap for today!” feature—a celebratory end-of-day popup—was mentioned positively by 7 out of 10 students, who said it made them feel happy and encouraged them to return the next day. This highlighted the value of positive reinforcement and controlled pacing in supporting learner well-being.
Educator Adoption
Educators began using the platform to manage and assign learning more effectively. Within the first quarter:
- 40 class tests and course assignments were created and completed through the platform
-- Teachers appreciated the simplicity of group assignment tools and performance tracking screens, enabling smoother coordination with minimal learning curve.

Designing for children requires empathy, simplicity—and a sense of fun. This project showed me the power of motivational UX when carefully embedded into learning experiences. By balancing educational integrity with gamification strategies, we created a platform that didn’t just teach—it inspired.
Our intentional use of daily goals, streaks, progress feedback, and reward mechanics helped transform math learning from a chore into an achievement-driven journey. And the feedback from real users reinforced that great design can drive great learning outcomes.