[Case 01]
Making learning imperfect and fun
Online Learning
Playwise
A TLMS platform based on the Read-Watch-Play pedagogy for instructors and students
[Project Overview]
Playwise is a TLMS designed around the Read–Watch–Play pedagogy to support instructors and students in structuring and engaging with course content. When I joined the project, foundational research and early direction were already established. I focused on refining the scope, advancing the product through design system refinement, high-fidelity prototyping, and collaborating with the team to prepare and launch the MVP.
[Problem Statement]
The system needed to be engaging and motivating for students through light gamification, while remaining clearly structured to help instructors understand and apply the Read–Watch–Play pedagogy when creating course content.
Earlier design iterations leaned heavily on visual complexity and feature density, which reduced clarity and made the experience more difficult to use for both instructors and students. Additionally, they lacked gamification tailored to playfulness and experimentation.
[Industry]
Online Learning
[My Role]
UX/UI Designer, Project Manager
[Platforms]
Web
[Timeline]
Oct 2025 - Current
[Deliverables]
Web & Mobile MVP for Student View
Web & Mobile MVP for Professor View
Design System
[Persona]

Leo
[Student]
Leo is a motivated undergraduate student who wants learning to feel engaging, enjoyable, and rewarding rather than stressful. They are more likely to stay focused and complete coursework when the experience feels interactive and clearly structured, and when progress is visible along the way.
Age: 22
Location: Maryland
Tech Proficiency: Moderate
Gender: Male
[Goal]
Stay motivated and engaged throughout the course without feeling overwhelmed
Learn through a mix of reading, watching, and interactive activities in a way that feels enjoyable
Feel a sense of accomplishment through visible milestones and feedback
[Frustrations]
Learning platforms that feel overwhelming or stressful due to visual clutter or unclear structure
Switching between disconnected tools for reading, watching, and completing activities
Feeling unsure about what to do next or how tasks fit into the larger learning goal
[Process]
[Outcome]
Delivered a functional MVP supporting both student and instructor workflows
Balanced engagement through gamification with clarity and usability
Prepared the platform for in-semester testing and future iteration
[Key Learning]









