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…
Make graduate-level knowledge accessible to those who might not be in seminary but are still interested in gaining deeper insights about the Bible?
Build a learning system that focuses on developing hands-on skills to analyze biblical text, not just information transfer?
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…
Make graduate-level knowledge accessible to those who might not be in seminary but are still interested in gaining deeper insights about the Bible?
Build a learning system that focuses on developing hands-on skills to analyze biblical text, not just information transfer?
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:

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
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
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
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:

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
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
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
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. TrainingsTo:
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. TrainingsTo:
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:

Survey
Live Bible text analysis exercise
Have user talk through thought process
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:

Survey
Live Bible text analysis exercise
Have user talk through thought process
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.