Case Study: LiteracyPlanet

Case Study: LiteracyPlanet

Case Study: LiteracyPlanet

Senior UX/UI Designer

Senior UX/UI Designer

Senior UX/UI Designer

Designing a teacher and student experience for a gamified learning platform

Designing a teacher and student experience for a gamified learning platform

Designing a teacher and student experience for a gamified learning platform

Connecting gameplay, progress, and teaching insight.

Role: Senior UX/UI Designer
Scope: UX, UI, data visualisation

Connecting gameplay, progress, and teaching insight.

Role: Senior UX/UI Designer
Scope: UX, UI, data visualisation

Improving clarity, scalability and accessibility for a national telehealth platform supporting clinicians and patients across NHS services.

Overview

LiteracyPlanet delivered strong student engagement through gamified literacy activities. Students were active, progressing through missions, and generating meaningful learning data.

I designed the experience across both sides of the platform:

  • A student dashboard to guide activity, progress, and motivation

  • A teacher dashboard to interpret that activity and track learning outcomes

The challenge was to connect these two worlds in a way that made sense for both.

Engagement was high, but visibility of learning was low

Engagement was high, but visibility of learning was low

Engagement was high, but visibility of learning was low

legacy
legacy

The challenge

The platform captured rich data through gameplay, but it was not usable in practice.

Teachers needed to quickly understand:

  • How each student was progressing

  • How that compared to the rest of the class

  • Where to step in and support learning

  • How a child was performing within specific activities

At the same time, students needed:

  • Clear direction on what to do next

  • Motivation to continue learning

  • Feedback that felt rewarding, not academic

The challenge was to connect student activity with meaningful teaching insight.

Research

To ground the work, I spent time observing and speaking directly with students using the platform.

This helped me understand:

  • How children navigate and interpret game-based interfaces

  • What motivates them to continue or drop off

  • Where confusion occurs in tasks and progression

  • How rewards and feedback influence behaviour

A key insight was that students were highly engaged, but not always clear on:

  • What they had completed

  • What they should do next

  • How their progress related to learning

This reinforced the need for:

  • Clearer structure and guidance in the student experience

  • Stronger alignment between gameplay and measurable progress

confusion by Toli from <a href="https://thenounproject.com/browse/icons/term/confusion/" target="_blank" title="confusion Icons">Noun Project</a> (CC BY 3.0)
57% (17/30) of students

Could not clearly identify what to do next without hesitation or prompts.

57% (17/30) of students

Could not clearly identify what to do next without hesitation or prompts.

accept by Toli from <a href="https://thenounproject.com/browse/icons/term/accept/" target="_blank" title="accept Icons">Noun Project</a> (CC BY 3.0)
60% (18/30) of students

Relied on trial-and-error to understand tasks

60% (18/30) of students

Relied on trial-and-error to understand tasks

think by Toli from <a href="https://thenounproject.com/browse/icons/term/think/" target="_blank" title="think Icons">Noun Project</a> (CC BY 3.0)
63% (19/30) of students

Did not clearly understand their progress or what they had achieved.

63% (19/30) of students

Did not clearly understand their progress or what they had achieved.

Stress by Toli from <a href="https://thenounproject.com/browse/icons/term/stress/" target="_blank" title="Stress Icons">Noun Project</a> (CC BY 3.0)
70% (21/30) of students

Actively prioritised or were distracted by rewards over task completion.

70% (21/30) of students

Actively prioritised or were distracted by rewards over task completion.

The approach

I designed both experiences together so they worked as one system.

Three principles guided the work:

Clarity for students
Make it obvious what to do next, what has been achieved, and what is coming up.

Visibility for teachers
Surface progress in a way that is quick to understand and easy to act on.

Consistency between both
Ensure that what students experience through gameplay is directly reflected in what teachers see.

The solution

A connected set of dashboards across student and teacher experiences.

Student dashboard

A visual, engaging home that shows:

  • Missions and activities in progress

  • Rewards, achievements, and progress

  • Clear next steps to continue learning

This keeps students motivated while reinforcing progress through gameplay.

Teacher dashboard

A structured view of class and individual performance, including:

  • Student progress across assigned activities

  • Comparison across the class

  • Time spent, completion, and performance signals

Task-level reporting: A deeper layer that shows how each child performs within specific games and learning tasks, including accuracy, attempts, and areas of difficulty.

Together, these views connect what students do with what teachers need to know.

Outcome

This work aligned the platform across both audiences:

From a student-focused experience to a connected system that supports both learning and teaching.

Teachers gained:

  • Clear visibility of student progress

  • Confidence in understanding performance

  • Insight into specific activities and learning gaps

Students gained:

  • Clear direction and motivation

  • A stronger sense of progress and achievement


Reflection

The value came from designing both sides together.

Not just engagement for students, and not just reporting for teachers, but a system where each reinforces the other.

When student activity and teacher insight are connected, learning becomes visible.

When student activity and teacher insight are connected, learning becomes visible.

When student activity and teacher insight are connected, learning becomes visible.