BibleDojo by Basil Tech - A Gamified Learning Experience

Gamify an online platform that trains and builds skill mastery so users can independently and accurately analyze biblical text on their own, while making it fun and engaging for high schoolers and above.

UX Designer

Figma

Desktop Web, Mobile Web

01 Overview

Background

Basil Tech is a non-profit specializing in product and business strategy consulting for faith-based organizations, particularly focusing on technology-driven Bible engagement. Past projects include Read Scripture and Scripture Labs, an online Bible learning platform.

BibleDojo by Basil Tech aims to make graduate level biblical literacy and analysis more accessible to all through hands-on skill application and engaging, gamified learning.


Project Team

I led UX design for the project, working closely with the visual designer and illustrator to shape the core experience. I collaborated cross-functionally with the CTO, animator, and software engineers to ensure alignment between product strategy, business goals, and technical execution.


Problem

Intimidating

Graduate level seminary material can be intimidating for some, but can be valuable to all who want to learn textual analytical skills in order to gain deeper insights from biblical text.

Information Transfer

Current Learning Management System (LMS) approaches are “talking head” information transfer with little hands-on skill transfer. If independently given a passage to analyze, most people who have not had graduate level training would not be able to complete the task.

Building Confidence

Building intuition and confidence in Bible analysis is both an art and a science, and requires practice and targeted feedback from trusted sources. Frustration can be part of any learning journey, but sometimes efforts are abandoned when it feels too difficult.


Objective

How might we…

  1. Make graduate-level knowledge accessible to those who might not be in seminary but are still interested in gaining deeper insights about the Bible?

  2. Build a learning system that focuses on developing hands-on skills to analyze biblical text, not just information transfer?

  3. Reframe material from trusted sources and package it in a way that’s clearly structured, while staying adaptable and engaging enough for users to overcome growth obstacles during the learning process?


Core Vision

Create a fun and engaging online Bible education platform designed to empower high schoolers and beyond to independently and accurately analyze biblical texts, by building a gamified ecosystem that fosters skill mastery and deep learning.

BEFORE & AFTER

Before: Training only

After: Gamified training ecosystem

Note: The focus for this case study will be for desktop web, though designs were developed for both mobile and desktop web simultaneously during the project.

Background

Basil Tech is a non-profit specializing in product and business strategy consulting for faith-based organizations, particularly focusing on technology-driven Bible engagement. Past projects include Read Scripture and Scripture Labs, an online Bible learning platform.

BibleDojo by Basil Tech aims to make graduate level biblical literacy and analysis more accessible to all through hands-on skill application and engaging, gamified learning.


Project Team

I led UX design for the project, working closely with the visual designer and illustrator to shape the core experience. I collaborated cross-functionally with the CTO, animator, and software engineers to ensure alignment between product strategy, business goals, and technical execution.


Problem

Intimidating

Graduate level seminary material can be intimidating for some, but can be valuable to all who want to learn textual analytical skills in order to gain deeper insights from biblical text.

Information Transfer

Current Learning Management System (LMS) approaches are “talking head” information transfer with little hands-on skill transfer. If independently given a passage to analyze, most people who have not had graduate level training would not be able to complete the task.

Building Confidence

Building intuition and confidence in Bible analysis is both an art and a science, and requires practice and targeted feedback from trusted sources. Frustration can be part of any learning journey, but sometimes efforts are abandoned when it feels too difficult.


Objective

How might we…

  1. Make graduate-level knowledge accessible to those who might not be in seminary but are still interested in gaining deeper insights about the Bible?

  2. Build a learning system that focuses on developing hands-on skills to analyze biblical text, not just information transfer?

  3. Reframe material from trusted sources and package it in a way that’s clearly structured, while staying adaptable and engaging enough for users to overcome growth obstacles during the learning process?


Core Vision

Create a fun and engaging online Bible education platform designed to empower high schoolers and beyond to independently and accurately analyze biblical texts, by building a gamified ecosystem that fosters skill mastery and deep learning.

BEFORE & AFTER

Before: Training only

After: Gamified training ecosystem

Note: The focus for this case study will be for desktop web, though designs were developed for both mobile and desktop web simultaneously during the project.

02 Approach

Process Overview

From left to right: Discover, Define, and Develop triple diamond process framework


User Research

Survey

A survey was distributed to existing subscribers from Basil Tech's Scripture Labs email list, since these users were already established as a group that's interested in Bible learning. The survey focused on preferred learning methods, the importance of developing hands-on analytical skills, tools used for biblical education, and favorite types of learning experiences. There were about 80 responses total.

Insights

Before BibleDojo, users used various tools to augment their Bible reading and education such as:

  • Bible Project animated videos and resources

  • Alternate Bible translations (English or Hebrew/Greek)

  • Reference books (commentaries, interlinear, concordance, Bible dictionary)

  • Sermons

  • Study Groups

Our team also found that current biblical education platforms focus on information transfer over developing hands-on analytical skills. Even the "fun" ones tend to focus on passive learning rather than active engagement. Furthermore, it was concluded that there was strong demand for tools that focus on hands-on interactive learning and active user engagement.



Personas

Based on our analysis, we developed two main user personas embodying key factors from real users from user research to help focus our efforts.

Validation Research

Validation research was conducted by pairing one user and one researcher for 30 minutes each, observing the user going through the initial training without guidance on both desktop and mobile web.

The main feedback was:

  • The training took too long

  • About halfway into the training, users started to feel unmotivated

  • It was unclear what to click next to progress through the game


User Journey


Summarizing patterns from user research, this was the general arc of the user journey. There were clear pain points that could be addressed and improved, especially when users encounter the halfway point.

Design Strategy

Our design strategy needed to balance four distinct areas, each with their own set of needs and constraints:


  1. User Needs

  • Moving from passive Bible content consumption to active literary analysis skill mastery through hands-on practice

  • Clear visibility into skill advancement and belt progression to track learning progress

  • Well-defined pathway from beginner to advanced Bible study capabilities

  1. Learning Experience Design

  • Adoption of martial arts belt system metaphor to demonstrate mastery across different biblical genres

  • Metacognitive framework allowing users to make informed choices about next steps, balancing structured guidance with exploration freedom

  • System rewarding dedicated practice and expertise development rather than mere completion, with evidence required for advancement

  1. Game Design

  • Definition of clear milestones and celebrations to maintain forward momentum

  • Dashboard providing comprehensive view of current skills, belts, and available learning paths

  • Scalable structure connecting training completion to concrete achievements, adaptable as new content is added

  1. Technology

  • Simple, focused mobile-first UI optimized for smooth smartphone performance

  • Seamless cross-platform experience integrating existing workflows for deep study

  • Design that encourages deep, thoughtful learning rather than rapid content consumption


Process Overview

From left to right: Discover, Define, and Develop triple diamond process framework


User Research

Survey

A survey was distributed to existing subscribers from Basil Tech's Scripture Labs email list, since these users were already established as a group that's interested in Bible learning. The survey focused on preferred learning methods, the importance of developing hands-on analytical skills, tools used for biblical education, and favorite types of learning experiences. There were about 80 responses total.

Insights

Before BibleDojo, users used various tools to augment their Bible reading and education such as:

  • Bible Project animated videos and resources

  • Alternate Bible translations (English or Hebrew/Greek)

  • Reference books (commentaries, interlinear, concordance, Bible dictionary)

  • Sermons

  • Study Groups

Our team also found that current biblical education platforms focus on information transfer over developing hands-on analytical skills. Even the "fun" ones tend to focus on passive learning rather than active engagement. Furthermore, it was concluded that there was strong demand for tools that focus on hands-on interactive learning and active user engagement.



Personas

Based on our analysis, we developed two main user personas embodying key factors from real users from user research to help focus our efforts.

Validation Research

Validation research was conducted by pairing one user and one researcher for 30 minutes each, observing the user going through the initial training without guidance on both desktop and mobile web.

The main feedback was:

  • The training took too long

  • About halfway into the training, users started to feel unmotivated

  • It was unclear what to click next to progress through the game


User Journey


Summarizing patterns from user research, this was the general arc of the user journey. There were clear pain points that could be addressed and improved, especially when users encounter the halfway point.

Design Strategy

Our design strategy needed to balance four distinct areas, each with their own set of needs and constraints:


  1. User Needs

  • Moving from passive Bible content consumption to active literary analysis skill mastery through hands-on practice

  • Clear visibility into skill advancement and belt progression to track learning progress

  • Well-defined pathway from beginner to advanced Bible study capabilities

  1. Learning Experience Design

  • Adoption of martial arts belt system metaphor to demonstrate mastery across different biblical genres

  • Metacognitive framework allowing users to make informed choices about next steps, balancing structured guidance with exploration freedom

  • System rewarding dedicated practice and expertise development rather than mere completion, with evidence required for advancement

  1. Game Design

  • Definition of clear milestones and celebrations to maintain forward momentum

  • Dashboard providing comprehensive view of current skills, belts, and available learning paths

  • Scalable structure connecting training completion to concrete achievements, adaptable as new content is added

  1. Technology

  • Simple, focused mobile-first UI optimized for smooth smartphone performance

  • Seamless cross-platform experience integrating existing workflows for deep study

  • Design that encourages deep, thoughtful learning rather than rapid content consumption


03 Design

Architecture

Game Architecture

An overview of the general game architecture is as follows:


Design System

Skills

Considerations:

  • Approaches: Collectibles vs. Parts of a whole

  • "Parts of whole" model breaks when total skills vary by category

  • Unclear how to show skill level when practiced across multiple genres

  • Integration with belt leveling

  • Visual clarity using color palette to show what scope each skill occupies (i.e., game level vs. genre level, etc.)

Progress-based visual explorations for skills


Skill badges in four states: Locked, Unlocked, In Progress, and Complete


Skill badges in context, colors schemes denoting different scopes within game


Belts

Considerations:

  • Adaptive layout optimized for desktop and mobile views, as well as different game contexts

  • Clear starting state showing "No belt" for new users

  • Circular design for belt progression implies continuous learning journey, even after black belt


Belt progress visual explorations, both linear and circular progress models

Final "odometer" design to designate belt progress


Trainings

Considerations:

  • Different states (locked, unlocked, in progress, completed)

  • Explored ideas to include skills in thumbnail, since ultimately the user is doing a training to up-level skills to get to next belt

  • Want to visually emphasize art and add mystery for motivation and engagement


Design explorations showing relevant skills in training thumbnail for reference at a glance


Final designs for training thumbnails in four states: Locked, Unlocked, In Progress, Complete


Genre Thumbnails

Considerations:

  • Make it clear that each genre has separate belts

  • Color schemes akin to entering different genre “worlds”

  • Different states: No belt, colored belt, coming soon

Genre thumbnails featuring art, highlighting different belt levels and progress for each genre


Training Cover Pages

Objectives

Needs:

  • Surface different content while maintaining a cohesive experience, similar to front and back book covers

  • Promote user engagement

Goals:

  • Highlight pedagogical objectives (e.g., key principles, feedback on free responses)

  • Invoke mystery and intrigue, as well as moments of delight for the user

Considerations:

  • Use visual cues (blur/grayscale) to gradually reveal content, enhancing intrigue rather than hiding everything upfront

  • Balancing mystery with clarity to avoid user frustration

  • Thoughtfully consider IA and what information user needs at each stage of the journey


Pre-Training Page: wireframes exploring layouts and information hierarchy


Pre-Training Page: Pop-up and sidebar designs for referencing belt levels and skills across genres


Post-Training page: Belt celebration flow, creating moments of delight and fostering motivation as user progresses


Final Pre-Training and Post-Training pages highlighting skills, principles, and user's written reflection


Genre Pages

Objectives

Needs:

  • Guide users through complex system of trainings, skills, and progression

  • Surface large amount of content while maintaining clarity

Goals:

  • Make next steps intuitive and clear despite underlying game complexity

  • Help users easily find content they qualify for at their level

Considerations:

  • Progressively reveal content based on belt level

  • Connect training completion to belt advancement path


Initial explorations: information hierarchy for trainings within belt levels and displaying skill progress within a genre


Higher-fidelity mockups incorporating belt progress, skill, and training thumbnail components In various states


Final Genre page design with embedded CTA to donate


Skills Page

Initial Skill structure — Skills and Context cards each had their own system


New Skill structure — Skills and Context framed as "collectibles" that are either scoped for entire game or only a given genre


Objectives - Layout & IA

Needs:

  • Organize complex skill hierarchy with multiple levels

  • Support both discovery and mastery learning paths

  • Present clear relationships between skills

Goals:

  • Show clear progression pathways

  • Create intuitive navigation system

  • Design scalable structure

  • Enable fluid exploration while maintaining context

Considerations:

  • Information architecture for skill categories - defining core vs. genre-specific skills and their terminology

  • Balance discovery vs. mastery gameplay modes

  • Allow space for future genre additions


Initial sketches exploring potential layouts and flows, highlighting summary statistics and skill acquisition progress


Organized skills into categories based on game scope and included skill details modal


Mid-fidelity mockups for Skills page featuring different Skill representations


Objectives - Rewards

With the introduction of the concept of gamified "Rewards", we wanted to flip the focus of the game from:

1. Skills
2. Belts
3. Trainings

To:

1. Trainings
2. Belts
3. Skills

Needs:

  • Show meaningful progress

  • Support different play styles

  • Replace numerical complexity

  • Provide clear next steps

Goals:

  • Create memorable achievements

  • Drive continued engagement

  • Build sense of accomplishment

  • Encourage exploration

  • Support two modes to play the game: Discovery vs. Mastery

Considerations:

  • Balance between depth and at-a-glance simplicity

  • Cultural sensitivity in religious context

  • Technical feasibility of tracking

  • Integration with existing systems


Competitive analysis targeting fitness and learning apps that have similar dashboard and rewards concept


Initial sketches taking inspiration from competitive analysis and applying it to BibleDojo game context


Mocks exploring different reward ideas, including medals, statistics, streaks, leaderboard, etc.


Medal concept was selected as a way to elevate the status of Skill acquisition in the game to be equal to Belts in terms of importance


Final Skills page optimized for both breadth and depth of gameplay, with medals for at-a-glance status and final Skill badge designs


Dashboard

Objectives

Needs:

  • Balance visibility of both belts and skills systems

  • Communicate current status clearly across all progress metrics

  • Show distinct delineation for each genre's belt progression

  • Create central navigation hub for the game

Goals:

  • Design dashboard as main navigation center with each genre as a unique “world”

  • Make next steps clear while allowing exploration

  • Give equal prominence to belt and skill advancement

  • Help users track their progress intuitively

Considerations:

  • Establish clear visual relationship between belts and skills

  • Prevent confusion about belt structure across genres

  • Create distinct visual identity for each genre

  • Ensure easy access to genres, skills, and training content

  • Guide new users through onboarding training before genre exploration


Layout explorations emphasizing Belts and Skills (left) and art (right)


Collaborated with visual designer to hone visual language and information hierarchy


Dashboard acts as central hub to access BibleDojo Intro Training, Skills page, and Genre pages; adapts based on user state (from left to right: logged out, logged in, in progress)

Architecture

Game Architecture

An overview of the general game architecture is as follows:


Design System

Skills

Considerations:

  • Approaches: Collectibles vs. Parts of a whole

  • "Parts of whole" model breaks when total skills vary by category

  • Unclear how to show skill level when practiced across multiple genres

  • Integration with belt leveling

  • Visual clarity using color palette to show what scope each skill occupies (i.e., game level vs. genre level, etc.)

Progress-based visual explorations for skills


Skill badges in four states: Locked, Unlocked, In Progress, and Complete


Skill badges in context, colors schemes denoting different scopes within game


Belts

Considerations:

  • Adaptive layout optimized for desktop and mobile views, as well as different game contexts

  • Clear starting state showing "No belt" for new users

  • Circular design for belt progression implies continuous learning journey, even after black belt


Belt progress visual explorations, both linear and circular progress models

Final "odometer" design to designate belt progress


Trainings

Considerations:

  • Different states (locked, unlocked, in progress, completed)

  • Explored ideas to include skills in thumbnail, since ultimately the user is doing a training to up-level skills to get to next belt

  • Want to visually emphasize art and add mystery for motivation and engagement


Design explorations showing relevant skills in training thumbnail for reference at a glance


Final designs for training thumbnails in four states: Locked, Unlocked, In Progress, Complete


Genre Thumbnails

Considerations:

  • Make it clear that each genre has separate belts

  • Color schemes akin to entering different genre “worlds”

  • Different states: No belt, colored belt, coming soon

Genre thumbnails featuring art, highlighting different belt levels and progress for each genre


Training Cover Pages

Objectives

Needs:

  • Surface different content while maintaining a cohesive experience, similar to front and back book covers

  • Promote user engagement

Goals:

  • Highlight pedagogical objectives (e.g., key principles, feedback on free responses)

  • Invoke mystery and intrigue, as well as moments of delight for the user

Considerations:

  • Use visual cues (blur/grayscale) to gradually reveal content, enhancing intrigue rather than hiding everything upfront

  • Balancing mystery with clarity to avoid user frustration

  • Thoughtfully consider IA and what information user needs at each stage of the journey


Pre-Training Page: wireframes exploring layouts and information hierarchy


Pre-Training Page: Pop-up and sidebar designs for referencing belt levels and skills across genres


Post-Training page: Belt celebration flow, creating moments of delight and fostering motivation as user progresses


Final Pre-Training and Post-Training pages highlighting skills, principles, and user's written reflection


Genre Pages

Objectives

Needs:

  • Guide users through complex system of trainings, skills, and progression

  • Surface large amount of content while maintaining clarity

Goals:

  • Make next steps intuitive and clear despite underlying game complexity

  • Help users easily find content they qualify for at their level

Considerations:

  • Progressively reveal content based on belt level

  • Connect training completion to belt advancement path


Initial explorations: information hierarchy for trainings within belt levels and displaying skill progress within a genre


Higher-fidelity mockups incorporating belt progress, skill, and training thumbnail components In various states


Final Genre page design with embedded CTA to donate


Skills Page

Initial Skill structure — Skills and Context cards each had their own system


New Skill structure — Skills and Context framed as "collectibles" that are either scoped for entire game or only a given genre


Objectives - Layout & IA

Needs:

  • Organize complex skill hierarchy with multiple levels

  • Support both discovery and mastery learning paths

  • Present clear relationships between skills

Goals:

  • Show clear progression pathways

  • Create intuitive navigation system

  • Design scalable structure

  • Enable fluid exploration while maintaining context

Considerations:

  • Information architecture for skill categories - defining core vs. genre-specific skills and their terminology

  • Balance discovery vs. mastery gameplay modes

  • Allow space for future genre additions


Initial sketches exploring potential layouts and flows, highlighting summary statistics and skill acquisition progress


Organized skills into categories based on game scope and included skill details modal


Mid-fidelity mockups for Skills page featuring different Skill representations


Objectives - Rewards

With the introduction of the concept of gamified "Rewards", we wanted to flip the focus of the game from:

1. Skills
2. Belts
3. Trainings

To:

1. Trainings
2. Belts
3. Skills

Needs:

  • Show meaningful progress

  • Support different play styles

  • Replace numerical complexity

  • Provide clear next steps

Goals:

  • Create memorable achievements

  • Drive continued engagement

  • Build sense of accomplishment

  • Encourage exploration

  • Support two modes to play the game: Discovery vs. Mastery

Considerations:

  • Balance between depth and at-a-glance simplicity

  • Cultural sensitivity in religious context

  • Technical feasibility of tracking

  • Integration with existing systems


Competitive analysis targeting fitness and learning apps that have similar dashboard and rewards concept


Initial sketches taking inspiration from competitive analysis and applying it to BibleDojo game context


Mocks exploring different reward ideas, including medals, statistics, streaks, leaderboard, etc.


Medal concept was selected as a way to elevate the status of Skill acquisition in the game to be equal to Belts in terms of importance


Final Skills page optimized for both breadth and depth of gameplay, with medals for at-a-glance status and final Skill badge designs


Dashboard

Objectives

Needs:

  • Balance visibility of both belts and skills systems

  • Communicate current status clearly across all progress metrics

  • Show distinct delineation for each genre's belt progression

  • Create central navigation hub for the game

Goals:

  • Design dashboard as main navigation center with each genre as a unique “world”

  • Make next steps clear while allowing exploration

  • Give equal prominence to belt and skill advancement

  • Help users track their progress intuitively

Considerations:

  • Establish clear visual relationship between belts and skills

  • Prevent confusion about belt structure across genres

  • Create distinct visual identity for each genre

  • Ensure easy access to genres, skills, and training content

  • Guide new users through onboarding training before genre exploration


Layout explorations emphasizing Belts and Skills (left) and art (right)


Collaborated with visual designer to hone visual language and information hierarchy


Dashboard acts as central hub to access BibleDojo Intro Training, Skills page, and Genre pages; adapts based on user state (from left to right: logged out, logged in, in progress)

04 Solution

Intro Trainings


Belt Achievement


Skills Page

Intro Trainings


Belt Achievement


Skills Page

05 Results

Question to Validate

Can users of BibleDojo effectively analyze an excerpt of biblical text on their own using skills learned from the platform?

User Testing

Methodology

Unmoderated user testing was done in the format of 1:1 user interviews, where new users and experienced users interacted with the platform while being observed and asked to talk through their process.

Each test followed the same structure:

  1. Survey

  2. Live Bible text analysis exercise

  3. Have user talk through thought process

  4. Performance evaluation using standardized rubric

User Feedback

Positive:

  • Platform received high marks for enjoyment and ease of use

  • Strong initial engagement with skill system features

  • Sustained user activity following first-time sign-up, validating gamification efficacy

  • Positive response to skill progression and achievement system

  • Improved biblical knowledge retention reported

Areas to Improve:

  • 50% of users demonstrated mastery after completing full game progression

  • Some brand confusion around target audience

Overall Impact:

  • Users reported increased confidence in scripture comprehension after using BibleDojo

  • Marked improvement in biblical application abilities

  • Notable shift from surface-level to deep scriptural engagement

Introduction Funnel

BibleDojo was launched publicly in Dec 2023.

For Q1 2024:

  • 36.4% user progression from home to dashboard

  • 19.6-20% introduction completion rate

    This shows that approximately 1 in 5 users who start are completing the full introduction flow

Key insights:

  • Strong user retention through introduction flow, with minimal drop-off between start (22.2%) and completion (19.6%)

  • Introduction onboarding flow is engaging enough to maintain user interest

  • More testing needed to figure out why. (Gamification, content, etc.?)

Question to Validate

Can users of BibleDojo effectively analyze an excerpt of biblical text on their own using skills learned from the platform?

User Testing

Methodology

Unmoderated user testing was done in the format of 1:1 user interviews, where new users and experienced users interacted with the platform while being observed and asked to talk through their process.

Each test followed the same structure:

  1. Survey

  2. Live Bible text analysis exercise

  3. Have user talk through thought process

  4. Performance evaluation using standardized rubric

User Feedback

Positive:

  • Platform received high marks for enjoyment and ease of use

  • Strong initial engagement with skill system features

  • Sustained user activity following first-time sign-up, validating gamification efficacy

  • Positive response to skill progression and achievement system

  • Improved biblical knowledge retention reported

Areas to Improve:

  • 50% of users demonstrated mastery after completing full game progression

  • Some brand confusion around target audience

Overall Impact:

  • Users reported increased confidence in scripture comprehension after using BibleDojo

  • Marked improvement in biblical application abilities

  • Notable shift from surface-level to deep scriptural engagement

Introduction Funnel

BibleDojo was launched publicly in Dec 2023.

For Q1 2024:

  • 36.4% user progression from home to dashboard

  • 19.6-20% introduction completion rate

    This shows that approximately 1 in 5 users who start are completing the full introduction flow

Key insights:

  • Strong user retention through introduction flow, with minimal drop-off between start (22.2%) and completion (19.6%)

  • Introduction onboarding flow is engaging enough to maintain user interest

  • More testing needed to figure out why. (Gamification, content, etc.?)

06 Lessons Learned

Key Insights

  • Design scalable framework for content growth

  • Balance engagement and gamification with educational depth

  • Refine progression mechanics

  • Simplify content and make complex theological concepts easily digestible

  • Designing an intuitive yet engaging progression system

Future Iterations

  • Community features to add social learning elements like discussion boards, leaderboards

  • More granular reward systems to optimize engagement (e.g., coins)

  • Expand learning paths by offering new genres and advanced skills

Reflections

Stay agile
Staying adaptable throughout the process (especially for a 0 to 1 project) was important because everything is connected, and changes in one part of the project affect other parts. For example, a dashboard was not initially planned, but it became clear that a central hub was necessary as the skills and belt progressions were fleshed out.

Embrace evolution
The Pre-Training and Post-Training pages evolved over time, as the initial goal of hiding content from users was replaced with a tailored visual design using blur and grayscale techniques to keep the design simple when starting out.

Just start
It was necessary to make something concrete to reference when getting alignment with stakeholders, and incorporating feedback early was crucial for a 0 to 1 project.


Key Insights

  • Design scalable framework for content growth

  • Balance engagement and gamification with educational depth

  • Refine progression mechanics

  • Simplify content and make complex theological concepts easily digestible

  • Designing an intuitive yet engaging progression system

Future Iterations

  • Community features to add social learning elements like discussion boards, leaderboards

  • More granular reward systems to optimize engagement (e.g., coins)

  • Expand learning paths by offering new genres and advanced skills

Reflections

Stay agile
Staying adaptable throughout the process (especially for a 0 to 1 project) was important because everything is connected, and changes in one part of the project affect other parts. For example, a dashboard was not initially planned, but it became clear that a central hub was necessary as the skills and belt progressions were fleshed out.

Embrace evolution
The Pre-Training and Post-Training pages evolved over time, as the initial goal of hiding content from users was replaced with a tailored visual design using blur and grayscale techniques to keep the design simple when starting out.

Just start
It was necessary to make something concrete to reference when getting alignment with stakeholders, and incorporating feedback early was crucial for a 0 to 1 project.


© Polly Lal. All rights reserved.

© Polly Lal. All rights reserved.

© Polly Lal. All rights reserved.