Education
PROJECT OVERVIEW
Making learning fun and meaningful
Squabble is an educational gaming app designed to bridge the gap between learning and play within a classroom setting. The task was to design an application that bridges the gap between learning and gaming, making education feel more engaging, rewarding, and intuitive for students in a digital-first world.
As the sole UI/UX designer, I took charge of the entire design process, from user research to prototyping and usability testing. I spoke with students and educators, uncovered key motivation gaps, and developed a playful yet purposeful experience that makes learning feel less like a chore and more like a game.
PROBLEM STATEMENT
Learning should not feel like a chore
Traditional educational tools often feel dull and disconnected from how students engage with digital content today. Many learners find studying boring or stressful, which leads to low motivation and limited retention. While games offer fun and reward, they rarely link directly to meaningful learning outcomes. The challenge was to design an app that makes education feel playful and rewarding without losing its purpose.
design opportunity
Reimagining learning for young children
There is an opportunity to rethink how young students engage with learning by combining education and play in a single app. I plan to create a Singapore-based classroom app designed for primary school children and below that makes learning fun, interactive, and rewarding through game-like experiences.
competitive analysis
What’s out there and what’s missing
I assessed the pros and cons of existing competitors to gain insight into the current market and identify opportunities to differentiate my design.
Kahoot! is a game-based learning platform that lets users create and play interactive quizzes in a fun, competitive environment. Widely used in schools and homes, it promotes engagement through live and self-paced games.
Pros
Quick creation and hosting of interactive quizzes with a large library of topics.
Supports live games and self-paced challenges for flexible learning.
Encourages group play and friendly competition to motivate learners.
Cons
No character customisation or personalisation features.
Quiz questions disappear during gameplay, causing potential confusion.
Lacks a strong sense of achievement or rewards.
ClassDojo is a classroom management app that connects teachers, students, and parents. It helps track behaviour, share moments, and build a supportive classroom community.
Pros
Builds classroom community by sharing updates and progress with parents.
Offers digital portfolios and avatar creation for student engagement.
Provides easy access to various teacher tools for smooth classroom management.
Cons
Does not include gaming elements to engage learners through play.
Lacks competition or challenge features to motivate students.
secondary research
The challenge of keeping students engaged
"Customization in games increase motivation" - Turkay, Selen, and Sonam Adinolf. "The effects of customization on motivation in an extended study with a massively multiplayer online roleplaying game." Cyberpsychology: Journal of Psychosocial Research on Cyberspace 9.3 (2015).
primary Research
Interviewing target users
1
Classes are too boring
2
Longing to belong
3
Quizzes bring lessons to life
All students have used quiz apps and agree they’re more enjoyable than standard classroom teaching.
4
Need for clear visuals
5
Visual learning dominates
6
Customisation boosts engagement
user persona
Imagining the ideal user
customer journey mapping
Mapping the experience
wireframing
Creating the task flow
wireframing
Low-fidelity prototyping
design system
Building a visual language
wireframing
Building Squabble - High-fidelity prototyping
prototyping
Try it out yourself
USABILITY TESTING
Testing with real users
1
I love the art style! It’s like I’m playing a game but it’s for learning.
2
Definitely better than Kahoot! 100% would play again just so I could look cooler than my classmates.
3
I like how the class needs to hit an average goal so we get to have a bonus reward.
This feedback confirmed that shared incentives encouraged teamwork while still being fun and low pressure.
Reflection
Final thoughts