Desklight Learning- An Edtech Company

  • The Product:

    esearch reviews and stakeholder alignment summary

    Clickable Figma prototype(s)

    Implementation roadmap and Phase 2 recommendations

    The Audience:

    K-12 Students and Teachers.

  • The goal:

    An Edtech company is seeking to enhance student engagement and improve learning outcomes in its QTI Player by integrating a motivational layer that incorporates gamification elements and AI-powered features. This project aims to create a more engaging, effective, and equitable learning experience for students across diverse technological environments while positioning

  • Project duration

    July 1st, 2024- Sep 21st, 2024

    My role:

    UX Designer

    Responsibilities:

    Review findings from the previous gamification research

    Facilitate a 1-hour virtual stakeholder workshop to define goals, prioritize elements, and align on what success looks like

    Develop conceptual designs for integrating points and leaderboard systems

    Create low-fidelity wireframes

    Develop up to 3 clickable prototypes in Figmas

    Collaborate with technical team on integration planning

    Develop recommendations for future enhancements

    Create a high-level roadmap for Phase 2

Desklight Learning

Desklight is a learning experience design company that partners with organizations to create customized and impactful learning strategies and tools. Based in Chicago, Desklight offers services across different sectors with a focus on fostering meaningful, learner-centered educational experiences. The company emphasizes human-centered design, grounded in real-world feedback and observations from learners, which helps it develop applicable and forward-thinking learning solutions. Desklight's services include instructional design, UX prototyping, learning strategy development, and capacity-building support tailored to each client’s goals and constraints.

This Project

Since joining their team, one of my main projects was to enhance student engagement and improve learning outcomes in a QTI Player for a Edtech/publishing company by integrating a motivational layer that incorporates gamification elements and AI-powered features. This project aimed to create a more engaging, effective, and equitable learning experience for students across diverse technological environments.

This project is guided by five core objectives, each designed to address critical aspects of student engagement, learning outcomes, and technological innovation. These objectives reflect our commitment to creating an equitable, effective, and forward-thinking educational experience.

Increase student engagement and motivation

Our primary goal is to transform the learning experience by integrating gamification elements that tap into students' intrinsic motivation. By introducing points systems, leaderboards, and potentially other game-like features, we aim to:

  • Increase time-on-task and overall engagement with math content

  • Foster a sense of achievement and progress through visible rewards

  • Encourage healthy competition and self-improvement

  • Make mathematics learning more enjoyable and less intimidating

  • Improve learning outcomes through personalized, gamified experiences

    By combining gamification with AI-powered personalization, we seek to:

    • Adapt content difficulty and pacing to individual student needs

    • Provide targeted support and challenges to keep each student in their optimal learning zone

    • Offer immediate feedback and reinforcement to solidify understanding

    • Track progress over time, allowing for data-driven interventions and improvements

  • Ensure equity and accessibility across diverse technological environments

    Recognizing the varied technological resources available to students, we will:

    • Design a motivational layer that functions across different devices

    • Accommodate paper-and-pencil work alongside digital interactions

    • Ensure that gamification elements don't disadvantage students with limited technology access

    • Consider diverse learning styles and abilities in our design approach

  • Position the Edtech company as a leader in innovative educational technology

    Through this project, we aim to:

    • Differentiate the Edtech companies offerings in the competitive EdTech market

    • Showcase the Edtech companies' commitment to cutting-edge, research-backed learning solutions

    • Create a unique selling point for educational institutions seeking effective, engaging math programs

    • Set the stage for future innovations in AI-enhanced learning across various subjects

  • Lay the groundwork for future AI-enhanced learning experiences

    While focusing on immediate implementations, we will also:

    • Explore the potential for advanced AI integration, such as personalized tutoring

    • Investigate how AI can enhance gamification elements and adapt to individual learning patterns

    • Consider the ethical implications and best practices for AI use in educational settings

    • Develop a roadmap for gradually introducing more sophisticated AI features in future iterations



      Due to contract constraints, I am not able to provide any more details or screenshot of work for the upcoming few years but please ask me about these experiences and I will be happy to elaborate where I can.