Upvrd: Gamification in Edtech

Nilanjan Debnath

Gamification
Visual Designer
UX Designer
Adobe After Effects
Figma
Midjourney

This product aims to make it rewarding for employees to learn on their own time, motivated by using gamification mechanics. Training isn't easy and learning is a challenge, data shows people prefer an app over additional workshops.

Objective

Build a B2B employee training product

Quoncious & eMinds were collaborating on an award winning product idea. They were building a training app for efficiently upskilling corporate employees based on years of HR research.
My role Lead Motion Design, Visual Design & UX Design
Timeline 3 Months
Team Product designer, Motion designers, UI Designer
Tools Adobe Illustrator, Figjam, Midjourney, After Effects, Procreate, Lottie

Context

Training employees is a huge capital investment, this product aims to reduce that for industries where new developments happen often like service and healthcare domains. Learning plans have been tried and tested over the years and after winning consecutive awards, Quoncious wants to take their product into the market.

Solutions

Qualitative research
World-building exercise
Gamification frameworks
Character design & animation
Reward design & animation
Gamified user journey like on-boarding
Prompt engineering for design & development
5 whys to understand the crux
5 whys to understand the crux
Gamification frameworks
Well oiled engine
Well oiled engine

Design process 🚀

After extensive thought exercises and brainstorming sessions with the Product and Project manager, I had a wealth of ideas & data to analyze.
Organizing all that into gamification & behavioral design frameworks (by Yu Kai Chou & Nir Eyal) to lay foundations to a mysterious world would help solve a real world problem, i.e. training corporate employees.

Shamrin: The Celestial Oasis

High in the Himalayas, veiled in swirling mists, lies Shamrin. Unlike a typical village, it's a mystical sanctuary – a nexus point between the physical and spiritual realms. Shamrin pulsates with an otherworldly energy, attracting those lost or yearning for enlightenment.

Quests and Variable Rewards

A verdant expanse where nature and knowledge intertwine, serves as the cradle for the protagonist’s awakening.
Learning Plans: Every learning plan is divided into 3 chapters. Completing each chapter takes about 3 minutes and consumes energy.
Stages: Every stage is a different part of the celestial oasis, divided into 10 levels. Completing learning plans and leveling up will earn unique rewards and in future, be part of a leader-board.
Challenge: Bonus activities to earn extra XP and energy to continue learning or unlock rewards.
Rewards: Some key rewards also include using in-game currency to donate food through vetted organisations as the storyline progresses.

Characters & Accountability

Shamrin residents are a mix of wandering souls who found their way to the sanctuary and beings born directly from Shamrin's energy
Tatelle, Young Monk - Accompanies user and grows together (Level) Empathetic, curious, joyful
Nilli, Messenger Sparrow - Delivers daily notifications & small wins Energetic, talkative, social connector
Trillo, Time-Displaced Dog - Finds treasures/small rewards (Random) Optimistic, adventurous, loyal
Partho, Eagle of Insight - Delivers important notifications and in-app messages Majestic, far-sighted, perceptive
Mishka, Celestial Cat - Delivers notifications, losses & wins (Random) Intuitive, playful, perceptive
Bikolo, Blessed Elder - Delivers only high value wins & occasional reminders Sage-like, observant, mentor
Leveraging AI
Leveraging AI
Easy to animate vector artwork
Easy to animate vector artwork

Gamified user journey

Pathways shift and shimmer, guiding each visitor towards their unique path of enlightenment.
Pathways shift and shimmer, guiding each visitor towards their unique path of enlightenment.

Afterthoughts

Learning is an intense activity to begin with and when it's your employer asking you to learn, that tightens the noose of scrutiny. The app had to feel separate from their daily grind, but still be able to pull a sense of accountability where they work.
In future, different reward timing and activities would help bring people back everyday. Relying on any one negative emotion, like Self-Doubt might not work in the long run as this product aims to solve that fear.
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