As the main catalyst for the rise of online classes, the pandemic brought several noticeable changes. With the introduction of various platforms and online courses, lack of options ceased to be a problem. Now, we face the issue of engagement, where many people enroll in numerous courses but fail to complete them or interact meaningfully.
In this project, developed during the UX/UI course at EDIT, we were tasked with finding an effective solution to this engagement problem. This led to the creation of LECTURE: a gamified online education platform tailored for the artistically inclined, which also offers the support of an expert mentor to guide learners throughout their educational journey.
With many existing options and little differentiation, we needed to find a way to stand out in the market. We focused on targeting a niche audience—the artistically inclined—and used gamification to enhance engagement and enjoyment.
Integrating the Buddy Program
Ensuring seamless integration of the buddy program was challenging due to its complexity. We aimed to simplify it as much as possible, ensuring all elements were harmonized and interconnected for a smooth, supportive learning experience.
Outcomes
Our project for the UX/UI course provided valuable experience in addressing real-world design challenges. Through LECTURE, we refined problem-solving skills, exploring market differentiation and integration complexities.
Leveraging gamification and user-centered design principles, we enhanced engagement and user experience. This project demonstrates our ability to apply theoretical knowledge to practical design solutions, preparing us for future endeavors in the UX/UI field.
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Created LECTURE, a gamified platform with mentor support, to tackle engagement issues in online courses for artistic students during my UX/UI course at EDIT.
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UX Designer
UI Designer
Figma
Carol Loiola
Bridging UX/UI Design, Creative dev. and Webflow mastery
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