Develop a feature called "Gamified Learning Path" for an existing app, where students can engage with elementary school subjects in a gamified manner, earning rewards as they progress.
On top of that, I had the personal challenge of leading two people with disabilities through the entire design process from scratch.
I was a Product Designer and Accessibility Specialist, leading two very important people:
On top of that, with my experience of 8+ years in frontend development, I was the connection between the design and development teams, always aligning deadlines, expectations, and technical requirements.
Right from the start, a big challenge emerged; as soon as the briefing was sent by the Product Owner, we had a hard time understanding its scope.
To save time and be more assertive in communicating our results, I decided to conduct an ideation process, so that we could accurately align what was expected from this project.
“As a student, I would like to have a learning path, to understand the progress I have made during my trajectory so that I can learn effectively.”
We didn’t put anything related to accessibility because it would be part of the acceptance criteria, so we would avoid any kind of resistance from the company and the development team.
Some points were considered by us for a design and development that would make this game accessible to everyone:
How my mind worked throughout the entire design cycle to create a great experience.
We began the research by gathering information from the stakeholders, identifying the problems they highlighted in collaboration with the CX team and shared with us some valuable information:
A way to gather visual references of what we were planning for the project.
The benchmarking was built with 2 players in mind: Duolingo and Angry Birds, considering a market report from the second quarter and User Experience, especially since we had a Game Designer Specialist on our team, we can use them as references:
A few insights gathered:
According to studies by Metaari (Advanced Learning Technology Research), as reported in a CNN Brasil article, it is expected that gamification in education will experience a 15.4% growth from 2019 to 2024.
Furthermore, the article states, "Gamification in education brings more dynamism to learning by using elements from games to make the learning process more interactive and engaging for students."
The sampled public interviewed consisted of:
A few problems indentified:
The results clearly indicated the need to introduce a new feature and understand how the users would respond. Our recommendation was that the app should become more interactive, engaging, and offer a greater variety of activities and interactions. While a complete redesign was not part of the plans, a feature idea received positive feedback from the business, CX, and development teams, so let's get to work!
Something very simple that was highly effective in opening our minds.
To focus more on the goal, I decided to filter the mental map with: “Must have” and “Mustn’t have”, so the idea began to take shape.
We’ve just used simple shapes to represent our ideas, and that’s how we validated with the Product Owner.
Sadly, due to financial reasons, the company stopped the project, and we were unable to carry out the proper user tests with users, especially kids with disabilities so that we could know the real effectiveness and points for improvement.
According to our user studies, the trend was more significant participation and improvement of students’ learning performance, so this case could be a gateway for the company to sell itself in other educational segments.
It's not magic, it's continuous improvement!
Although it hasn't been implemented, this project is undoubtedly the one I'm most proud of in my career. I had the privilege of leading two outstanding individuals who taught me a great deal, resulting in significant personal and professional growth.
On a technical level, I had the opportunity to enhance my frontend knowledge, collaborating closely with the UI Designer to develop prototypes and communicate effectively with the tech team. In the realm of digital accessibility, I actively sought out straightforward solutions for this feature and strived to promote the importance of accessibility within the company.