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INTRODUCING
Learn Next
A gamified learning tool for improving concept relatability & retention
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At a glance
Learn Next is an LMS tool that helps students explore self learning and makes test taking engaging allowing them to access resources to learn in various formats.
Role
Lead Designer
Research Planning
Conceptualising
Visual Design
Team
1 Product Manager
1 Lead Designer (Me)
2 Associate Designers
1 Game UI Designer
Timeline
8 Months
(There is a lot more to this project, feel free to ping me if you want to know more)
(There is a lot more to this project, feel free to ping me if you want to know more)
PROBLEM
Students were struggling to navigate self learning and had low motivation to explore chapters/concepts.
The tool lacked the ability to adapt to student's unique learning styles & competence levels 
SOLUTION
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Most of the UI is on a conceptual level further developed using game design elements. 
A tool that makes self-learning engaging by helping students easily grasp and connect the dots between complex topics through gamification.
GROUND WORK
Employing multiple research methods to gain insights 
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Left to right: User Interviews, User testing, conceptualising & mapping user flows
RESEARCH INSIGHTS
How do students feel about self learning & test taking?
20 User Interviews revealed insights that curiosity, motivation, preferences, and achievements greatly influenced students' self-learning.
Based on these we devised design strategies.
🤷🏻‍♀
️Unable to connect dots
Where do I know this concept from?
‍‍😵‍💫
Feeling overwhelmed
Programmed to start from the beginning
🍪
No Cookie?
Small learnings felt insignificant
DESIGN ​STRATEGIES
Narrowing
down use cases
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Leveraging
Collaboration
Collaborative exercises increased interest and students were more likely to learn with company.
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Freedom of 
Choice
Students were more likely to explore when they had more options to choose their learning path.
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Tricking them to
progress
Students were compelled to progress faster if they knew their peers had progressed before they did.
DESIGN DECISIONS
Enhancing chances to explore and engage
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Initially we had a list to view path’s your friends took
😄
Pros
Students were able to add multiple friends
Were able to see the path their friends took
They were able to see who’s practicing tests
😭
Cons
Overlap of the pathways was confusing 
Wished they could take test with their friends
We then approached test taking & map explorations separately
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Enabling students to take tests with their peers
Progressing with friends
Small wins, big celebrations
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The reward post test completion gave an overview of the students performance + what they did better than everybody
😄
Pros
Students were motivated to see how they performed
Were excited to see the "unique aspect" of their performance
😭
Cons
Easily demotivated with lower score, do not feel like retaking tests
If the time is higher they are worried if they took longer
No motivation to continue
We iterated on how we showcased progress with rewards
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The progress made through learning these topics clearly illustrated the ground covered, with each badge earned serving as a tangible milestone of growth and mastery
IMPACT
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LEARNINGS
🤏🏽
Validate and Minimize
You'll hear "Add this feature" often, but if it doesn't make sense, say no. Validate and prioritize what's essential. We used dogfooding and internal wireframe testing to assess feature importance. Fail fast, fail often, but do it internally.
🌏
Focus on the Market Need
Before diving into a project, I learned to always ask: "Is this solving a market need?" This simple question helped me understand and connect with the problem from the start.
🎙️
Communicate as 
Often as possible
We worked closely with the development team, finding common ground by exploring existing libraries to integrate the island map while maintaining a clean and simple layout. This approach fostered collaboration and efficiency.
Thanks for making it till the end  ^.^

Craving 
More?

Feel free to induldge 

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🥕 That's all, folks!

© Snigdha Narayan

👉🏻

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