
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/UI Designer - research | design | copywriting
Education Specialist, 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.

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
WHAT DIDN”T

I was only at the start of the discovery phase but already my imagination was firing up! Initial ideas for the new concept included:
How kids interacted with the
existing quiz feature...
I wanted to observe kids try to complete 2 or more quizzes, to understand:
I conducted user testing at a local school with four kids from the target audience
I’m going to try the chocolate quiz because we’re learning at school about how chocolate is made
8 year old
Ahhh! I picked the wrong button because I thought I couldn't choose the pink one
Frustrated 9 year old
I liked the one about colours best because it was pretty
7 year old
These are all so easy. We learnt about this stuff in year 4!
11 year old
Common interactions
None of them scrolled past the first screen when choosing a quiz to play
They enjoyed the quizzes that were based around animated video content more, even the older kids
They chose topics they already knew a little about. They were either studying about it at school or had an interest in it already
They expected to be able to tap on the screen to hide the video player controls, as per Netflix, Disney...
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
Questions
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:


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..




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
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.
The full research document can be viewed here
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.
Increase the average total of badges awarded per week by 100%
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.

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"
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
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
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:

Scenario
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
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?
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
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?
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!
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
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:
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.


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.


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 mid 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.
A UX Designers worst nightmare...
V2 wireframes and prototypes were approved and passed on to the Developers to start building.
Afterward, I collaborated in reviewing test builds. 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.
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
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.
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:
20 kids
March
2023
15 mins
In-person
The results disproved some assumptions and validated others


Common issues observed included:



Lessons learnt!
My Work

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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/UI Designer
Stakeholder: Da Vinci (Macademia)
Industry: Ed-tech, Entertainment



Coming VERY soon!
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Role: UX/UI Designer
Stakeholder: SET
Industry: Finance