iSchools
Revamped iSchools' learning platform with gamification and accessibility enhancements, resulting in a 59% increase in user growth and a 46% rise in revenue.
Role
Sole UI/UX Designer
Industry
EdTech
Duration
8 weeks, 2022

Summary
Project info
Role: Product Designer
Timeline, Year: 8 weeks, 2022
Location: Kampala, Uganda
Platforms: Responsive Web, Cross-platform Mobile (Android & iOS)
Overview
iSchools is a learning platform for African students (starting with the Ugandan market). It enables learners access content, tests, and exams via a web and mobile application.
Challenge
iSchools had launched their MVP but were struggling with acquiring and retaining users. The goal was to design the next version of the platform to improve engagement*.*
Success was to be measured in terms of growth in active users and revenue for the business.
Process summary
📚 Empathize through research
⛳️ Define the problem to solve
🧠 Ideate to generate solutions
👨🏽💻 Prototype to make ideas tangible
👍🏼 Test to learn and iterate
View details below
Methodologies
User Interviews
User Journey Mapping
Information Architecture
Usability Testing
Results
The updated learning app uses gamification to encourage learning, lowers the barrier of entry for learners, and adapts to the technological limitations of the target users.
Research
Together with members of the iSchools team, I conducted user interviews with students and parents.
The aim of these interviews was to understand their attitudes towards online learning. I also tested the existing platform with them.

The following were the key findings from the research.
Challenge #1 Online learning was still new to most of them
A large number of those interviewed (~60%) had not used any online learning platform before, and when they tried the existing app, didn’t find it engaging enough.
Challenge #2 Time after school is mostly spent on play and chores
For an app that will mostly be used after school hours, it was important to know what other activities were competing for their attention.
Challenge #3 Devices are often shared by parents and siblings; data costs impacts their ability to stay online
Internet penetration in the target market (Uganda) is low so data costs are high and smartphone devices are often shared by members of a household.
Challenge #4 Parents wanted to prove value for their money
Since they were already paying fees at school, getting value for their money was important if they were going to be for additional tuition through our app.
I redefined these challenges into opportunities and began thinking of how we might:
Make the platform accessible for new internet users.
Create an engaging experience learners would want to return to.
Design for device sharing and poor data access.
Help parents realize the value they’re getting.
To document all these findings from the user research, I created a persona and user journey for each of the user groups — students and parents.





Final design
The visual direction for this project was fun, friendly, and engaging. This is reflected in the color palette, typography, and use of illustrations.
I went with a dark mode interface as default because it’s easier on the eyes at night time which happens to be the time when learners will be actively using the platform (after school). They also have the option of toggling on light mode.
Developer handoff was done in Figma and I stayed in touch with developers during implementation to respond to issues (usually over Zoom calls).




Outcomes & next steps
Due to limited engineering resources, the platform is being built out/implemented in stages.
At the completion of the first stage, the following metrics were recorded:
User growth → up by 59%
Revenue growth → up by 46%
Learnings
Designing for digital confidence
There are several obstacles to consider when designing for the next wave of internet users.
To get good outcomes, it’s important to consider how to turn these obstacles into opportunities eg. internet access and data, ease of use, recognizable patterns, and more.
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