Product Design UI/UX Design Mobile App

Turning a web-first course library into a mobile-first learning habit.

Most e-learning platforms are adapted for mobile as an afterthought. UpGrade was designed mobile-first from day one — validated with real users before a single high-fidelity screen was made.

Role
Product Design, UI/UX Design
Date
September 2024
Research
Interviews, survey, Kano, IA, lo-fi testing
Tools
Figma, Maze
UpGrade app — home screen and search screen on iPhone
Project overview
Turning a web-first course library into a mobile-first learning habit
My role
Product Design, UI/UX Design — end to end, solo
Date
17 September 2024
Research
User interviews, surveys, Kano prioritization, IA, lo-fi prototyping, usability testing (Maze)
The problem

Built for desktop. Used on the phone.

Most e-learning platforms are built web-first, then adapted for mobile as an afterthought. But research showed people don't learn that way anymore — they want to learn in 5–10 minute pockets, on their phone, without falling into a social media scroll instead.

Real finding from interviews: users specifically wanted shorter lessons "so I don't get stuck in social media," and said existing platforms "don't adapt well to the phone."

That gap — a course library built for desktop, used mostly on mobile — became the design problem.

33
People researched — 5 in-depth interviews plus a 28-person survey
60+
Screens designed, from onboarding through progress tracking
91.3%
Task success rate in usability testing, before high-fidelity design began
Research

Validating the hypothesis before designing anything

Five in-depth interviews surfaced the pain points; a 28-person survey and a Kano pass turned them into a prioritized, buildable v1.

JW
Joan Wade

"When choosing a course, it's important to read reviews first. However, finding comprehensive reviews is often challenging, and only a basic estimate is available, which doesn't provide enough information."

LB
Lorene Brick

"Not all well-known platforms have a good adaptation to the phone, which forces you to look for other alternatives. As well as bad design."

RP
Roger Pena

"Subtitles will be great to add. And shorter in time videos to choose from when you do not have much time, but want to learn rather than sit in the social media."

F

Feature prioritization

7 functions analyzed

After research, I brainstormed every possible idea, then ran it through the Kano model to see which features were first-priority and which weren't worth v1's time.

Kano model quadrant chart plotting UpGrade features by attractive, one-dimensional, must-be, and indifferent
G

Information architecture

65+ entities analyzed

After selecting the main features to implement, I mapped the full information architecture to structure everything — from onboarding through home, search, learn, and profile.

Information architecture tree mapping UpGrade's screens and entities
H

User flow

4 types of figures used

Predefining the sequence of steps for each core goal — starting a class, subscribing — kept problems to a minimum while working through the interface, and excluded every deadlock before it could be built.

User flow diagrams for subscribing and starting a class in UpGrade
I

Lo-fi prototype

60+ screens created

A low-fidelity prototype let me test usability with real users via Maze before committing to visual design — surfacing pain points and navigation issues while they were still cheap to fix.

Row of low-fidelity wireframe screens for the UpGrade prototype
J

User testing

28 testers · 3 missions

Testing showed most people completed each mission via the expected path, with good time-on-screen across missions and no screens flagged for rework — the signal to move on to high-fidelity design.

Heatmaps from Maze usability testing showing attention on the learning page and search page
E

Job stories

14 created, JTBD method

The Jobs-to-be-Done method kept focus on cause and effect — where, and under what conditions, someone would actually reach for the app.

01

When I choose a course to study, I want to know more about the course lecturer to check their qualifications.

04

When I have 5–10 minutes, I want to take some lectures so that I don't get stuck in social media.

02

When I'm learning in an app, I want to see my progress to know I'm understanding the material well.

05

When I struggle to maintain a regular study schedule, I want to track my progress to finish the course.

03

When I study a course, I want to study in my native language to better understand the material.

06

When I choose a course, I want to rely on reviews to quickly eliminate bad options.

80%
Value studying wherever they are — the core case for mobile
65%
Say ease of use is what makes them stick with a learning platform
30%
Like having ready-made training programs in a single app
Key decisions

The part that shows judgment, not just output

Three calls shaped the product more than any single screen — each one a direct answer to something research surfaced, not a default.

1

Bite-sized by default

Courses are structured around short, completable sessions rather than long-form video — directly answering the "I don't want to get stuck in social media" insight from interviews. Every lesson is built to fit inside a 5–10 minute pocket of time.

Lesson material screen with short video and reading
2

Progress visibility as a retention lever

Testing showed users cared more about seeing progress than about gamified rewards, so the design leaned into visible progress — completion bars, scores, saved classes — instead of badges or streaks.

Quiz in progress with progress bar
Quiz completion screen showing score
3

Cut features early, not late

The Kano pass killed several "nice to have" ideas — offline mode, heavy social features — before they cost any design time, keeping v1 scope tight enough to hit a clean, testable release.

Profile page with settings
Design

From welcome screen to finished lesson

The full UI system — onboarding, discovery, learning, and account — built mobile-first and tested before a single screen went to high fidelity.

Onboarding & getting started

UpGrade welcome splash screen
Welcome screen
Onboarding screen, learn from the best
Onboarding 1/4
Onboarding screen, upgrade your skills anytime
Onboarding 4/4
Membership plan selection screen
Membership plan

Discover a course

UpGrade home screen with course categories
Home
UpGrade search screen with category filters
Search
Course overview screen with lessons and reviews
Course overview
Course lessons list screen
Course lessons

Learn, bite by bite

Learn page showing continue watching
Learn page
Lesson material screen
Lesson material
Quiz question screen
Quiz
Quiz complete screen
Quiz complete

Account & profile

Profile page
Profile
Approach

What I did

Validated the hypothesis first

Ran 5 in-depth interviews plus a 28-person survey to validate the mobile/bite-size hypothesis before designing anything.

Prioritized with the Kano model

Cut anything that wasn't a must-have or high-leverage for a v1 — before it could cost design time.

Mapped IA and user flow, then tested lo-fi

Mapped the information architecture and user flow for a 60+ screen product, then tested a lo-fi prototype with 28 users before touching visual design.

Designed the full UI system

Components, type, and grid, plus final screens for onboarding, course discovery, learning, and progress tracking.

Outcome

Validated before a single high-fidelity screen

Testing the lo-fi prototype early meant the real design work started from a proven direction, not a guess.

91.3%
Task success rate in usability testing — 28 testers, 3 core missions
0
Screens flagged for rework after testing
60+
Screens designed for a full mobile-first system
14
Job stories grounding every design decision
91.3% task success rate in usability testing across 28 testers and 3 core missions.
No screens flagged for rework after testing — the design was validated before high-fidelity work began.
Full UI kit and design system delivered for handoff, covering onboarding through progress tracking.