Progress Visualization

Levels and progress charts provide clear qualitative goals and allow users to track their achievements through incentives.

Knit Space @theofflinenyc

Knit Space @theofflinenyc

Helping secondary school students develop better screen habits through gamified learning and rewarded screen regulation.

Helping secondary school students develop better screen habits through gamified learning and rewarded screen regulation.

Role

Team

Timeline

Tools/Skills

1 month

(Aug - Sept 2024)

UI/UX Design Lead

1 Mentor/Founder

1 UI/UX Design Lead

UX Research, UI Design, Testing, Figma, Miro

The Challenge

Mobile screens have become distractions, not tools.

Mobile screens have become distractions, not tools.

Mobile screens have become distractions, not tools.

Smart phones are becoming increasingly addictive for younger generations, leading to excessive doomscrolling and unproductive screen time. This distraction hampers students' ability to focus and engage effectively in their education.

Smart phones are becoming increasingly addictive for younger generations, leading to excessive doomscrolling and unproductive screen time. This distraction hampers students' ability to focus and engage effectively in their education.

Smart phones are becoming increasingly addictive for younger generations, leading to excessive doomscrolling and unproductive screen time. This distraction hampers students' ability to focus and engage effectively in their education.

The Solution

Reward and gamify learning behavior on mobile screens.

In a freelance contract for Knit Space @theofflinenyc, the founder of this startup tasked me with designing the MVP of a gamified learning platform that syncs with school. The goal is to encourage better use of screen time to enrich learning for middle and high school students using a reward system.

LAYOUT

Information Architecture

Information Architecture

There are various paths to earning points and coins, which is shown in the information architecture below. The yellow boxes represent the stage where the student earns a reward.

There are various paths to earning points and coins, which is shown in the information architecture below. The yellow boxes represent the stage where the student earns a reward.

The Power of Feedback & Iteration

Constructive criticism wasn’t easy to hear for the first time, but my mentor’s push for rapid growth taught me to embrace mistakes as learning opportunities and refine my work into stronger outcomes.

Always Remember the Scope

My early iterations included excessive features and pages that could be added later. I learned how important it is to focus on the MVP scope and ensure that every decision supports it without going off track.

Reflection

Market RESEARCH

Competitive Analysis: Gamified Educational Products

Competitive Analysis: Gamified Educational Products

user research

User Persona: Who are our users?

User Persona: Who are our users?

Max, Age 17

  • Bright student who wants to do well in school but struggles

  • Addicted to Tiktok and Clash Royale

Hours wasted on short-form content

Schoolwork feels like a chore compared to the instant gratification of other apps

Feels guilty after doomscrolling

Pain Points

Driven by competition and rewards

Responds well to enjoyable visuals

Encouraged by visual indicators of achievement

Motivations
Goals

Stay focused while studying or doing schoolwork

Get better grades

Spend more time outside playing basketball

USER FEEDBACK

Focus Group Testing and iterations

Focus Group Testing and iterations

I had three users from the target group test my prototype and share what felt frustrating or confusing. Based on their feedback, I made these changes:

I had three users from the target group test my prototype and share what felt frustrating or confusing. Based on their feedback, I made these changes:

Typography

Assets

Colors

Design System

Design System

Design System

Could be improved

Categories and numbers do not stand out

"Join a class" button feels more important than actual class buttons

Fixed

To join a class, click + button, not a huge CTA button

Categories and numbers are clear

Could be improved

Fixed

Completed assignments can take up space

Red "late" button is discouraging

"Extra Credit: and "Challenges" are confusing because there is a separate "Challenges" page

Late assignments are labeled "Catch up!" for to encourage

All completed assignments can be viewed on another page

Instead of unnecessary sections, a section to study for exams is added

Could be improved

Fixed

There is no community involvement, it's just a list of other people's achievements

Celebration buttons allows the user to acknowledge their peers' achievements, and vice versa

Could be improved

Fixed

Seeing a countdown feels anxiety-inducing

Lots of different numbers without visual guidance

Better emphasis on rank

No countdown

Could be improved

Categories and numbers do not stand out

"Join a class" button feels more important than actual class buttons

Fixed

Categories and numbers are clear

To join a class, click + button, not a huge CTA button

Could be improved

Completed assignments can take up space

Red "late" button is discouraging

"Extra Credit: and "Challenges" are confusing because there is a separate "Challenges" page

Fixed

All completed assignments can be viewed on another page

Late assignments are labeled "Catch up!" for to encourage

Instead of unnecessary sections, a section to study for exams is added

Could be improved

There is no community involvement, it's just a list of other people's achievements

Fixed

Celebration buttons allows the user to acknowledge their peers' achievements, and vice versa

Could be improved

Seeing a countdown feels anxiety-inducing

Lots of different numbers without visual guidance

Fixed

Better emphasis on rank

Visual representation of progress

No countdown

Leaderboards and shared achievements motivate users by tracking progress along peers, inspiring greater effort and participation.

Community and Competiton

Digestible assignments make learning less overwhelming and more approachable.

Challenges keep users interested, so they're not simply doing schoolwork on the app. These extra tasks encourage users to learn more, reduce their recreational screen time, and more.

Bite-Sized Tasks 
Rewards and Celebration

Rewards and Internal Currency give users an incentive to perform well (speed, accuracy, and punctuality). Celebrating the user's achievements makes them feel good. Seeing a celebratory screen pop up every time a reward is earned releases dopamine.




Final Design

Final Design

Email

Linkedin

Jessalyn © 2025

Thank you for your 👀, 🧠, ⏰ !

Made with 🩷, ☕️

Role

Role

UI/UX Design Lead

Timeline

Timeline

1 month

(Aug - Sept 2024)

Tools/Skills

Tools/Skills

UX Research, UI Design, Testing, Figma, Miro

Team

1 Mentor/Founder

1 UI/UX Design Lead

The Solution

Reward and gamify learning behavior on mobile screens.

In a freelance contract for Knit Space @theofflinenyc, the founder of this startup tasked me with designing the MVP of a gamified learning platform that syncs with school. The goal is to encourage better use of screen time to enrich learning for middle and high school students using a reward system.

Community and Competiton

Leaderboards and shared achievements motivate users by tracking progress along peers, inspiring greater effort and participation.

Progress Visualization

Levels and progress charts provide clear qualitative goals and allow users to track their achievements through incentives.

Bite-Sized Tasks Community and Competiton

Digestible assignments make learning less overwhelming and more approachable.

Challenges keep users interested, so they're not simply doing schoolwork on the app. These extra tasks encourage users to learn more, reduce their recreational screen time, and more.

Rewards and Celebration

Rewards and Internal Currency give users an incentive to perform well (speed, accuracy, and punctuality). Celebrating the user's achievements makes them feel good. Seeing a celebratory screen pop up every time a reward is earned releases dopamine.


Typography

Colors

Assets

Pain Points

Hours wasted on short-form content

Schoolwork feels like a chore compared to the instant gratification of other apps

Feels guilty after doomscrolling

Max, Age 17

Bright student who wants to do well in school but struggles

Addicted to Tiktok and Clash Royale

Motivations

Goals

Driven by competition and rewards

Responds well to enjoyable visuals

Encouraged by visual indicators of achievement

Stay focused while studying or doing schoolwork

Get better grades

Spend more time outside playing basketball

Driven by competition and rewards

Responds well to enjoyable visuals

Encouraged by visual indicators of achievement

Stay focused while studying or doing schoolwork

Get better grades

Spend more time outside playing basketball

Role

UI/UX Design Lead

Timeline

1 month

(Aug - Sept 2024)

Tools/Skills

UX Research, UI Design, Testing, Figma, Miro

Team

1 Mentor/Founder

1 UI/UX Design Lead

The Power of Feedback & Iteration

Constructive criticism wasn’t easy to hear for the first time, but my mentor’s push for rapid growth taught me to embrace mistakes as learning opportunities and refine my work into stronger outcomes.

Reflection

Always Remember the Scope

My early iterations included excessive features and pages that could be added later. I learned how important it is to focus on the MVP scope and ensure that every decision supports it without going off track.

The Power of Feedback & Iteration

The Power of Feedback & Iteration

Constructive criticism wasn’t easy to hear for the first time, but my mentor’s push for rapid growth taught me to embrace mistakes as learning opportunities and refine my work into stronger outcomes.

Constructive criticism wasn’t easy to hear for the first time, but my mentor’s push for rapid growth taught me to embrace mistakes as learning opportunities and refine my work into stronger outcomes.

Reflection

Always Remember the Scope

Always Remember the Scope

My early iterations included excessive features and pages that could be added later. I learned how important it is to focus on the MVP scope and ensure that every decision supports it without going off track.

My early iterations included excessive features and pages that could be added later. I learned how important it is to focus on the MVP scope and ensure that every decision supports it without going off track.

Knit Space @theofflinenyc

Helping secondary school students develop better screen habits through gamified learning and rewarded screen regulation.

Email

Linkedin

Jessalyn © 2025

Thank you for your 👀, 🧠, ⏰ !

Made with 🩷, ☕️

Email

Linkedin

Jessalyn © 2025

Thank you for your 👀, 🧠, ⏰ !

Made with 🩷, ☕️

Email

Linkedin

Jessalyn © 2025

Thank you for your 👀, 🧠, ⏰ !

Made with 🩷, ☕️

user research

User Persona: Who are our users?

Market RESEARCH

Competitive Analysis: Gamified Educational Products

LAYOUT

Information Architecture

There are various paths to earning points and coins, which is shown in the information architecture below. The yellow boxes represent the stage where the student earns a reward.

USER FEEDBACK

Focus Group Testing and iterations

I had three users from the target group test my prototype and share what felt frustrating or confusing. Based on their feedback, I made these changes:

Could be improved

Categories and numbers do not stand out

"Join a class" button feels more important than actual class buttons

Fixed

To join a class, click + button, not a huge CTA button

Categories and numbers are clear

Could be improved

Fixed

Completed assignments can take up space

Red "late" button is discouraging

"Extra Credit: and "Challenges" are confusing because there is a separate "Challenges" page

Late assignments are labeled "Catch up!" for to encourage

All completed assignments can be viewed on another page

Instead of unnecessary sections, a section to study for exams is added

Could be improved

Fixed

There is no community involvement, it's just a list of other people's achievements

Celebration buttons allows the user to acknowledge their peers' achievements, and vice versa

Could be improved

Fixed

Seeing a countdown feels anxiety-inducing

Lots of different numbers without visual guidance

Better emphasis on rank

Visual representation of progress

No countdown

Visual representation of progress