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Transforming ed-tech features for elevated engagement

Before my tenure, a quiz feature was added to the mobile app but struggled to establish itself as a key interaction pillar. I led a thorough redesign with the goal of enhancing engagement and knowledge retention for 7-11 year olds. This overhaul not only helped position the mobile and web apps as valuable e-learning tools for educators but sparked discussions with Disney, who wanted to feature their content in the new concept.

Role:

My Team:


Stakeholder

Project Scale:

Tools used:

UX Designer - research | design | copywriting

Education Specialist, UI Designer, Product Director, Media Ops, Front End Mobile Developers

Da Vinci (Macademia)

November 2023 - January 2023

Figma, FigJam, Asana, Jira, Miro, Loom,

Da Vinci, a family streaming service, provides award-winning educational TV programs for learning enthusiasts on multiple platforms, such as TV, mobile and web apps. Geared towards children aged 7 and above, their mission is to help create a kinder smarter world. The mobile app includes educational games and quizzes, serving a dual purpose: boosting engagement and providing tangible educational benefits.

The business strategy had shifted...

Following the introduction of the quiz feature in the mobile app, there was a shift in the business focus, with a heightened emphasis on the education sector, particularly schools and homeschooling markets, as opposed to family entertainment.


In light of the revamped focus on a new target audience, the task at hand was to enhance the quiz feature to be more captivating, enjoyable, and, critically, effective in aiding children in retaining the knowledge they acquire.

My thoughts on the existing quiz feature

Discover

V1 of the quiz feature (aka Badges) was designed and launched prior to me joining Macademia, so I began my discovery phase by conducting a UX review to identify things that I believed to work well, and what needed to be redesigned for this new iteration.

iphone 14 pro mockup

It was very early in the project, but I presented my findings to the some of the senior stakeholders to confirm alignment with the business's perspective on the feature and to help identify key stakeholder requirements.

WHAT WORKED

  • Law of proximity done well
  • Consistency, all quizzes are 5 questions long
  • Progress tracker when only half the badge activities completed
  • User can pick up where they left off in the video
  • Quiz questions are a good mix of fun and education

WHAT DIDN”T

  • No subtitles, impacting accessibility - Headphones required to avoid disturbing others
  • Listings of badges lack a logical order and 3-2 layout is difficult to follow
  • Grey badge colour implies they’re inactive
  • Badge awarded even if user scores 0/5
  • Lack of direction - It isn’t clear the user should watch the video before the quiz

I was only at the start of the discovery phase but already my imagination was firing up! Initial ideas for the new concept included:


  • Include video durations or a "recommended completion time" for badges
  • Suggest badges based on recently earned ones
  • Revise quiz format: Bronze for 3/5, Silver for 4/5, Gold for 5/5 correct answers
  • Enable swiping between badges instead of exiting and reselecting


How kids interacted with the

existing quiz feature...

I wanted to observe kids try to complete 2 or more quizzes, to understand:


  • Why did they pick the quizzes they did?
  • How easy did they find the quiz?
  • What would be the next quiz they’d play?
  • Do they play any other games where they have to collect badges?


I conducted user testing at a local school with four kids from the target audience

Quote Box Frame Quotation Bubble Line Illustration

I’m going to try the chocolate quiz because we’re learning at school about how chocolate is made


8 year old

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Ahhh! I picked the wrong button because I thought I couldn't choose the pink one


Frustrated 9 year old

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I liked the one about colours best because it was pretty


7 year old

Quote box frame

These are all so easy. We learnt about this stuff in year 4!


11 year old

Common interactions

post-it-notes

None of them scrolled past the first screen when choosing a quiz to play

post-it-notes

They enjoyed the quizzes that were based around animated video content more, even the older kids

post-it-notes

They chose topics they already knew a little about. They were either studying about it at school or had an interest in it already

post-it-notes

They expected to be able to tap on the screen to hide the video player controls, as per Netflix, Disney...

post-it-notes


They struggled to retain information when videos were 5+ minutes, as shown by incorrect answers to questions about content beyond that point.

As this was a redesign project I wanted to conduct a data analysis but ran into a bug!

I knew that user engagement wasn’t great but I wanted to study the data further to validate assumption and answer questions I had about user interaction.


Assumptions

  1. The most played quizzes are the ones at the top of the page
  2. The most interacted with quizzes are the ones with video content sub 5 minutes
  3. Older children engage with quizzes containing longer videos, younger with shorter
  4. Younger children have more attempts at a badge than older children


Questions

  1. How many kids have engaged with the quizzes since launch?
  2. What are the ages of the kids that play the most quizzes?
  3. Is there a specific category (science, maths etc…) that kids are engaging with more?
  4. Can we track quizzes started but not completed - is there a correlation to length/topic?

I discovered a bug while analysing data, which affected the identification of over half the quizzes and could skew results. The bug was fixed, but I need a couple more months for sufficient new data to accrue.

I was able to identify some reliable insights which included:


  • 64% of badges were awarded to kids aged 7 and under, with 5 year olds being the biggest “engagers” - the feature was appealing to a much younger audience than we wanted


  • At an average of 1.5k weekly active app users in the past quarter, only an average total of 300 badges (quizzes) were awarded each week -
  • The recurring retention of the feature is low. Only 17.5% of users who played a quiz do it on two days per week, this number is 50% for users watching or playing content.
  • The events that had been set up to track when V1 was launched weren‘t comprehensive enough to give insights about engagement with individual quizzes

Finding inspiration from other quiz based apps

I carried out a competitor and UX analysis of our competitors and some of the industries leading apps. The full analysis can be viewed here, and below are the strongest ideas and opportunities identified..

  • Prioritise points over badges for better focus, leveraging a streak-based formula
  • Enhance accessibility with features like question previews, skip options, optional timers, and video speed controls
  • Sustain engagement by implementing a feature/button to check for new badges or avatar updates
  • When a user gets a question wrong provide a pop up tip or option to view a snippet of the video
  • Always have quiz/game instructions easily accessible if needed

Exploring what makes our quizzes unique

A crucial element to retain in the redesign was Da Vinci's distinctive approach of integrating quizzes with the channel's content. In V1, users watched a Da Vinci show episode and answered related questions. Show durations ranged from 5-20 minutes, with the quiz consistently featuring at the end. User testing had already revealed that engagement and retention declined as video duration increased.


Assisted by the content team, and working closely with our Education Specialist, I set about studying the shows we’d be using for V2, looking for patterns or structures that could be utilised. The full study can be viewed here.

15

Shows

studied

40+

Episodes

mapped

600+

Hours

analysed!

Key takeaways

  • Short (<5 mins) fast-paced shows were better suited to having the quiz at the end to limit disruption to the user experience


  • The content we had to work with for V2 (American licensed, prime time, non-animated) limited us to mostly shows with a duration of >20 mins


  • Of that content, episodes typically included 2-3 individual stories played as alternate “chapters” some ending on a cliffhanger...


  • Existing segments in the longer shows, like the "coming up" feature or music interludes, were ideal for inserting quiz questions


  • Having a way for kids to save their progress when playing a badge that is built around a long show would be useful


  • Inserting quizzes into full length shows gives us an edge over competitors - with the exception of The Pet Rescuers all content can be found elsewhere, this could be a great selling point


  • We should categorise the quizzes. A strategy could be to work backwards and create them around the content that’s available. Possibly base the quizzes around professions...
    • Animals & Nature - Marine biologist, Animal rescuer, Conservationist
    • Science - Forensic scientist, Chemist, Biologist
    • Technology - Engineer, Architect, Mathematician
    • Health & Medicine - Doctor, Paramedic, Surgeon

Tapping in to existing research

Understanding child psychology is a significant task! Whilst I regularly engaged in user testing with kids and conducted interviews with parents and teachers, consulting reputable literature quickly provided relevant behavioural insights for specific Da Vinci projects. Some of the research insights I felt relevant to this project are below.

  • Learning becomes enjoyable for children when it aligns with their interests. To foster effective learning, encourage your child to explore topics that captivate them [1]


  • Some kids only encounter a sense of control in education. When a child feels overly controlled or lacks autonomy in their learning, they may disengage. While guiding them is crucial, granting children control over their learning experience is equally important. [2]


  • 9 year olds will pursue their interests with diligence and focus. They will want to work on a subject, topic, or a particular part of the curriculum until they become skilled and master it. [3]


  • Gamification cleverly employs psychology. Ed-tech product dashboards can be crafted like a race with multiple levels to clear, each level earning the user awards. This not only boosts engagement but also guides users through their learning journey, providing a sense of control. Gamification fosters a desire to learn and progress to the next level, rather than feeling forced into learning.[4]


  • Motivate by using an optimal challenge which is one that is slightly more difficult than what a child has already mastered, but is still achievable through practice and hard work. [5]


  • Ways to help an unmotivated kid develop the right motivation include;
    • Pique their curiosity in a new subjects by showing them the different uses of it
    • Let them choose activities according to their interests without pressure
    • When children are stuck at a problem, help them view it as a “challenge they can conquer”, not a “difficulty they need to overcome”. [5]


The full research document can be viewed here

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The kid does not play to use up free time, he’s working to know the world


Enzo Mari

How will we know the redesign worked?

Having concluded the discovery phase, I defined some basic KPI’s to measure the success of this project.

1St

Increase the average total of badges awarded per week by 100%

Circled 2 C

Increase the average frequency of badges awarded per week by 100%

Define

A change in business strategy meant a

change to our target audience

Our user base had traditionally been children of "tiger parents" seeking academic success and excellence through Da Vinci's platform. However, with a shift in business focus toward schools and homeschools, a new target audience emerged— including kids unfamiliar with or uninterested in learning.


Leveraging insights from the discovery phase about child psychology, engagement, and information retention, I worked on crafting a new user persona for this project, Mason.

Little Boy Playing Video Games


Mason

The Nintendo Switch obsessed,

wanna be ice hockey star

A bit about Mason...

"Sometimes I find hockey training hard, but mom told me practising is the only way to get better , even though it might not always be fun"

Mason lives with his mum, dad and 11 year old brother in Bridgeport, a bustling city north of New York. Mason's dad is a Doctor at St Vincent's Medical centre and works long hours. His mum works as an IT Consultant and works from home most of the time, but occasionally travels for work, which is when Mason and his brother, Noah, stay with their grandparents just outside Bridgeport.


Mason is a typical 8 year old with lots of energy, a seriously competitive streak, and an obsession with the Bridge Islanders, his local ice hockey team. He goes to games with his dad and brother and plays for his local under 10's ice hockey team. Mason thinks his mum is too strict at home as she only lets him play on the Nintendo Switch once he's finished his chores and homework. He's also not allowed to take it out of the house, but she does let him take the family tablet on car journeys and to his grandparents which has some semi fun apps, so it's not all bad!


At school Mason enjoys PE and learning about coding, especially when they get to play with Ozobots. He struggles with science, there's so much to remember! He likes reading before bed, his favourite books are the Epic Zero series and he loves lego Ninjango.


"I love getting good at Ninjago on my own, and then beating my friends when they come over! "

"I like accomplishing the tasks and changing to the next level"

Peace hand sign
Calendar Days

TABLET

Every day activities

Goals & Motivations

Desktop

Motivated to get better at maths and science as his dad tells him they're important subjects, but he struggles to remember what he's taught at school


Wants to be the best at any game he plays whether he's playing against other people or by himself. He loves achieving high scores and collecting all the items the game has to offer


He's not allowed on the Switch as much as he'd like and so wants to find other fun activities he can occupy himself with on the family tablet

School

Ice hockey practise

Household chores

Playing Lego Ninjago on the switch

Reading the Epic Zero series

Watching Youtube videos with Noah

Following the Bridgeport Islanders ice hockey team

Mobile

Social Media

Tech know how

Aim at Target
Worried Person

Needs and Likes

#endlessenergy

#hockeyfan

#competitive

#gamer

#reader

#sporty

#fascinatedwithtechnology

#visuallearner

#physicallearner

#practicemakesperfect

#struggleswithacademia


Frustrations

8

Bridgeport

Connecticut


Likes to see how well he's progressing with games and likes receiving awards at hockey when he's done well


Wants to be able to customise his gaming experience by changing sounds, timers etc..


Enjoys "endless" games that keep releasing new levels and content. Doesn't enjoy when new content is released and he doesn't know about it/it's hard to find!


Likes it in Ninjago that when he's stuck there's a little pop up that appears to help guide him in the right direction


Wants to learn more about coding and technology as he finds it fascinating

He isn't allowed to take the Nintendo Switch out of the house and only gets to play on it once his chores or homework are done


Hates losing or not being able to achieve something


Doesn't enjoy maths or science much at school. He finds it boring and forgets most of what he's taught


Gets annoyed when a games looks and sounds exciting but turns out to be boring


He sometimes finds hockey training frustrating as all the other kids are bigger and faster than him


Most commonly used social media apps

Youtube Official Icon

Unlocking my inner 8-year-old mindset

with user journeys!

User journeys reveal how personas interact with the product and help identify pain points to address while generating new ideas. Creating user multiple journeys for Mason yielded insights and ideas, including:


  1. Detail 2-3 key learning points that the challenge/quiz will teach, so the kid knows to focus on those specific parts and to also set the scene
  2. Kids like Mason who aren't into science or maths, need to be able to play enough challenges that interest them, to get hooked, and then given the subjects they're not interested in a try
  3. Provide quiz recommendations based on interactions and interests
Little Boy Playing Video Games
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Scenario

Aim at Target

Needs and Goals

Wants to get better at maths and science, but struggles to remember what he's taught at school and thinks they're boring


Wants to learn more about coding and technology as enjoys them


Wants to be the best at any game he plays whether he's playing against other people or by himself


Mason, visiting his grandparents, has the family tablet with preloaded apps. He opens DVK to watch "Citizen Code" and discovers a coding challenge in the second episode. Excited by the unexpected opportunity, he clicks to start the challenge.

Phase

Task

Thoughts

Feelings

Learns about the challenge

Explores Badge HQ

Plays the coding challenge

part -completes the circuits badge

  • Clicks start challenge
  • Reads a page that tells him what the challenge consists of and what he'll learn - discovers it's part of a master "tech challenge"
  • See's a button that says "see all challenges" and clicks it
  • Looks around badge HQ
  • Reads the different challenge names
  • Clicks into the Professions master challenge to see what's there
  • Goes back to the Tech master challenge


  • Opens the coding challenge
  • Clicks start challenge
  • Watches a short video about coding
  • Completes a 5 question quiz about the video
  • Reads the summary page
  • Clicks next challenge
  • Reads the page about the circuits badge
  • Watches the video
  • Completes 2 quizzes, this time they're part of the video
  • Has to stop as it's dinner time
  • Saves his progress


Speech Bubble

Not many of these master challenges sound like much fun, professions could be interesting, I wonder if they talk about becoming an ice hockey player?

Speech Bubble

Phew, there's an explanation about how to complete the challenge, Noah's not here.


Cool to know that i'll learn about coding in games, I've wondered how that works

Speech Bubble

I don't know anything about circuits, but it said as I'd done the coding one I should try the circuits one

There are more quizzes, does that mean bigger streaks?

Speech Bubble

That was actually fun! Even though I learnt new things it felt like a game, not learning.


I'm stoked I got the max number of points, thanks to the redemption booster!

relieved face
relieved face
beaming face with smiling eyes
Emojis
slightly smiling face
slightly smiling face
Emojis
slightly frowning face
slightly frowning face


Mason

The Nintendo Switch obsessed,

wanna be ice hockey star

8

Bridgeport

Connecticut

Relieved

Yay, I can save my progress

Relieved - He'll be able to do this on his own, no need for Noah

Chuffed

I got a full streak, thanks to the booster, I'm the best at coding!

Adventurous

I wouldn't have picked this but I liked coding, so maybe I'll like this?

Curious -

Oooh, now i get to find out how games are made!

Satisfied

That was actually fun and I learnt some new things

Curious -

Can I learn about becoming an ice hockey player?

Worried

It's dinner time and I haven't finished

Disappointed

There doesn't seem to be many challenges I'd enjoy

  • Include details about the format(length, number of questions)a challenge key - 5 min challenge, 10 min challenge


  • Detail 2-3 key learning points that the challenge will teach, so the kid knows to focus on those specific parts and to also set the scene


  • There needs to be a range of unlocked badges from the start.


  • Kids like mason who aren't into science, maths or learning about being a good person, need to be able to play enough challenges that interest them, to get hooked, and then give the subjects they're not interested in a try
  • Challenges feed into each other


  • Rather than being able to attempt everything again, offer a "redemption bonus", one use per challenge - otherwise would get the max points first time


  • Rewards for getting high scores, or maximum number of points
  • Provide recommendations based on interactions and interests


  • Make the reward for the longer shows bigger streaks - quiz results feed into each other, even when saved and resumed

Opportunities/

Risks

Translating research findings into user stories

Consolidating insights from competitor analysis, user testing, UX review, data analysis, and literature review I crafted user stories for Mason which included:


  • As a kid who finds it tough to learn, I want to watch short videos, like under 5 minutes, and then take a quiz. This way, I can understand things better and not get overwhelmed by long videos. Learning becomes more fun for me!"


  • As a kid playing educational games, I want to control my learning. If it's too bossy or limits my choices, it gets boring. I like some help but love making my own choices for fun learning!


  • As a kid who knows practicing makes perfect (just like in hockey), I want chances to keep trying things until I'm really good at them, so I can feel super confident and happy with my awesome results!


  • As a kid who loves being the best at games, whether it's hockey or Ninjago, I want to see how much I'm improving so I can stay excited and keep trying my very best


  • As an 8-year-old gamer, I want games to use names that make sense and are easy to understand, so I can quickly find the cool stuff I'm looking for and have even more fun!


  • As a kid who learns computer games from my big brother (who's not always around), I want games to give me help when I need it, so I can finish them on my own without waiting for my brother!


  • As a kid who gets lost in books, games, and shows, I want 'endless games' that keep adding new challenges and levels, so I don't have to keep searching for new games after I finish them

I needed an overarching concept before delving into features and functionality...

Based on the show exploration exercise, an idea I wanted to explore was creating categories of quizzes from the content available and base them around professions to create a sense of something more tangible and aspirational. These could be SEL and STEM focused to align with our content.


Research indicated that children thrive when learning about topics they’re interested in and when given the freedom to shape their own learning journeys. With this in mind I came up with the following concepts...

Ideate

All video content sub 5 minute “snippets”

Turns full length, long episodes into “interactive episodes”

The importance of weekly catch ups

Regular weekly catch-ups with my Product Director proved invaluable. During one session, I presented my initial concepts, based on flexibility and freedom, but they weren’t aligned with the vision held by the senior stakeholders.


It came to light that after starting the project, senior stakeholders had become very interesting in the success of Duolingo and wanted to replicate it for Da Vinci with a fixed linear learning path.


Duolingo’s audience and offering was different to ours, and what worked for them wouldn’t necessarily work for us. I fought hard for my research backed concept and we agreed on a compromise, so I began my concept exploration again with the following goal:


Create a linear learning journey with enough flexibility and freedom of choice to keep kids happy and engaged!

Back to the concept drawing board...

NOW I can delve into features and functionality!

Aligned with senior stakeholders' thinking, I began contemplating various solutions for distinct features. Utilising mind maps, I jotted down ideas for specific features and explored design solutions from there.

True ideation involves generating more questions than answers, right?!

During the ideation phase when questions arose that I couldn’t answer straightaway or I wasn’t sure about the feasibility, I jotted them down and reached out to relevant teams to help me answer them.

Collaboration to refine ideas and identify issues

I shared my most promising concepts and ideas in our weekly product meetings often leading to in-depth discussions on a whiteboard! As a result, we opted to divide the workload into three iterations.

V2

Basic gamification & redesign of the structure that can easily evolve for later versions

V3

Advanced gamification, introducing new question types

V4

Introduction of the “endless experience” where new quizzes are added weekly

New core features chosen for V2 included:

Deliver

Introducing Engineering to the V2 concept

I aim to introduce engineering early on to projects, to assess feasibility and address any issues before finalising wireframes for handoff to the UI team. I walked them through a greyscale prototype in order to focus on the functionality and tech requirements easier.

Following the meeting a few changes were needed. Streaks, points and the option to play one challenge into another were out for V2, as it required too much backend work.

Brushstroke Arrow Rapid Curved Long

The landscape quiz experience was also out as quizzes were constructed on a web-based platform, and lacking web developer resources for this project, we had to use the existing web template and keep the quiz experience as portrait.

Brushstroke Arrow Rapid Curved Long

Scaling fidelity to pitch for sign off

Several iterations later I was ready to present the concept to the senior stakeholders for sign off. I knew this presentation would benefit from a step up in terms of visual design so I created higher fidelity wireframes and walked them through a prototype.

They approved the overall concept but asked to remove a couple of “nice to have” features in order to speed up the build and meet the necessary launch deadline, crucial for upcoming partnership business pitches.

When reviewing test builds I realised the need for an additional step in our process...

My work was done for now. V2 wireframes and prototypes were approved and passed on to the UI team who worked their magic tweaking the designs and getting them pixel perfect for the developers.


Afterward, I collaborated in reviewing test builds, ensuring functionality, and maintaining product usability. It was at this stage I realised we needed an additional step in our process!

Several changes had been made to improve the visual appeal of the feature, but these changes negatively impacted the user experience I’d carefully crafted.

I should conduct a final review of the dev spec files with UI prior to hand off to ensure no changes to funtionality have been made!

A UX Designers worst nightmare...

To streamline error tracking, we used a spreadsheet categorising issues by severity. Critical concerns were addressed pre-launch, while less severe ones were tackled based on resource availability.


However, despite categorising some issues as severe, we proceeded with the launch without fixing them, the most severe being no intuitive way to actually exit the quiz!

What was launched. The quiz was built in a web browser, not natively in the mobile app. With no web developer available, we had to work within the existing framework, using the close icon to take the user to the quest HQ

User testing post launch isn’t ideal...

I wanted to test the concept with kids from our target audience before finalising and handing over the designs but I ran into practical constraints.

1St

At the time Figma's limitation on video duration (30 seconds) conflicted with my 5-minute video concept, making it an unsuitable platform to build a fully functioning prototype and I couldn’t find an alternative platform that offered this functionality

Circled 2 C

I couldn’t find a way to build a prototype for mobile that offered a good user experience when alternating orientation of the device - landscape for video and portrait for quiz.

Circled 3

The mentioned test builds above omitted the video element due to hosting constraints, using placeholder screens instead, as the video player couldn't be linked to the test builds.

Building an MVP to test wasn’t an option so it was agreed to conduct user testing with V2 upon release.


conducted a user testing session at a local school, with the following research goals:


  • Do they understand what they need to do in the quest feature without any explanation being given?
  • Are they watching the whole video before attempting the quiz or skipping to the quiz?
  • In which order do they decide to tackle the quests and challenges?
  • How long were they happy to play the quests before losing interest?


User Profile Picture

20 kids

Calendar Outline Icon

March

2023

Clock

15 mins

Software Development Icon

In-person


The results disproved some assumptions and validated others

Common issues observed included:

Lessons learnt!

  • Establish terminology early on. This was needed when introducing a brand new concept to a global team.


  • If working with a UI team, always check the final designs before hand off to developers to ensure no changes have been made that affect the functionality of usability of the feature.


  • Different stakeholders have different definitions of severe errors. Sometimes you have to launch and find a quick fix after. Having a good relationship with the developers helps when trying to quickly troubleshoot issues.


  • Compromising on a concept or a feature can result in a really poor user experience. Sometimes it’s better to concede for the overall good of the user experience.


  • Using existing assets in concepts and designs will quickly make you everyone’s friend!


  • Kid’s pick things up incredibly quickly and are more patient than you think!


  • When launching a product/feature decide on what analytics to track and check in on them a week after launch to spot any bugs.

My Work

Unlocking success with a friction free onboarding redesign

90% of users who downloaded the mobile app dropped during the onboarding journey. I designed a friction free, “try before you buy” experience with the goal to reduce this number to 60%.



Role: UX Designer

Stakeholder: Da Vinci (Macademia)

Industry: Ed-tech, Entertainment

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