Product customer portal
USE CASE EXAMPLES
CLIENT
Canton of St. Gallen’s scholastic education program
ROLE
Product designer and Art director
PLATFORMS
Online / iOS iPad
TOOLS
Adobe Illustrator, MS PowerPoint
METHODS
Product design, User research, User experience, User interface, A/B testing, Art direction
DURATION
Twenty-four months
ABOUT
The online app was created for the Canton of St. Gallen’s academic education program. The server-based application, or ‘Learn Balloon Math Four’, provided in-class and at-home learning for fourth-grade math students.
MY ROLE
As the lead Designer for the project, I was tasked to deliver a design that both fulfilled the educational goals of the Canton and provided an engaging, intuitive experience for the students.
GAMIFICATION DESIGN
To create an experience for the students that was engaging and motivational in learning the math lessons presented, I drew from traditional gamification approaches to design a character personalization system. Using a customizable balloon, the student could personalize the character with decorations and fun animations purchased from the app’s online shop. I designed an in-game coin economy around earning coins as they completed lessons. Their personalized balloon companion always accompanied the student on their lesson journeys with instructions and help when needed.
![Shop](https://i0.wp.com/duncanpond.com/wp-content/uploads/2021/12/Shop.jpg?resize=1080%2C672&ssl=1)
In-game shop for balloon personalization
![exercise_select_r1_v1b](https://i0.wp.com/duncanpond.com/wp-content/uploads/2021/12/exercise_select_r1_v1b.jpeg?resize=1080%2C672&ssl=1)
Progress and completion design with ‘star’ achievement system
![exercise_select_r1_v1c](https://i0.wp.com/duncanpond.com/wp-content/uploads/2021/12/exercise_select_r1_v1c.jpeg?resize=1080%2C672&ssl=1)
Exercise difficulty indication design using dice progression
Result
Thanks to the implementation of online content in the classroom, the St. Gallen educators enriched the curriculum and offered parents the opportunity to access learning materials at home. As a result, students substantially improved their math scores over two years. The students were also highly engaged and found the in-app currency and shop motivating and enjoyable.