Designing for Motivation in Education

Feature — 2024
TIMELINE
May 2024 - November 2024
ROLE
UX/UI Designer
CONTEXT
Many students only studied on Knowt when exams were near. My team and I set out to change that. By introducing features like streaks, XP, achievements, and coins, we redesigned the experience to turn one-time study sessions into consistent, motivating habits—grounded in user research, behavior science, and thoughtful design.
Concept — 2023

Clear

Clear

TIMELINE
June 2023 - August 2023
ROLE
Concept, UX/UI Designer
SOFTWARE
Figma, Miro, ProtoPie
CONTEXT
A comprehensive task management application that helps users assess their priorities.
concept    2023

Clear

A comprehensive task management application that helps users assess their priorities.

timeline

June 2023 - August 2023

Role

Concept, Sole UX/UI Designer

software

Figma, Miro, ProtoPie

Priority Score
5
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HIGHLIGHTS

A gamified study system designed to turn Knowt from a last-minute tool into a platform that builds daily learning habits.

Mobile gamification walkthrough
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Desktop streak walkthrough
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Core component catalogue
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Highlights

A Sneak Peek at the Finished Product.

A Sneak Peek at the Finished Product.

The gamified study flow.
To set the stage, here’s a look at the final gamified study experience we built. These designs reflect months of user research, iteration, and behavioral insight—all aimed at turning Knowt from a one-time study tool into a platform that students return to consistently. By layering in features like streaks, XP, achievements, and coins, we created a system that not only supports effective learning, but also rewards effort, builds momentum, and makes studying feel genuinely motivating.
New walkthrough
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Core component catalogue
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Background

What's Knowt All About?

What's Knowt All About?

Where I entered the journey.
Knowt is an online study platform that offers students AI-powered flashcards and quizzes from their notes. The platform is used by students across all grades looking for efficient, flexible ways to review material across any subjects.

When I joined the team, Knowt had a solid foundation of core study features, but student engagement was inconsistent. Many users signed up, used the platform briefly—often around exam time—and then went inactive, revealing a pattern of sporadic, task-based use rather than sustained learning.
Knowt web and mobile before gamification
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The struggle to build study habits.
Despite offering useful tools, Knowt lacked the mechanisms to keep students coming back regularly. The core question became:

How can we design an experience that encourages students to study consistently, not just once in a while?
Knowt drop-off after signup
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solution

Reprioritize priority.

A comprehensive task management application that helps users identify their priorities, allowing them to stay focused and make progress on what truly matters.

Introducing
Clear

Priority
Date

Switch between focus modes

Alternate between Priority and Date modes depending on the situation to ensure that you focus on the right tasks.

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Priority Score system

Clear ranks tasks by assigning a numerical priority score. This allows users to quickly identify which tasks to focus on and which ones can wait.

research

Why Students Weren’t Coming Back.

Why Students Weren’t Coming Back.

A pattern of drop-off.
To understand the drop-off, I conducted both quantitative and qualitative research, combining insights from user data, direct feedback, and competitive analysis.
Activity spikes around exam weeks
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Cramming over consistency. The data revealed that most sessions occurred in the final five days before exams, indicating that students primarily used Knowt for last-minute cramming rather than as a daily study tool. This insight highlighted the need to shift behavior from urgent, task-based use to consistent, habit-driven engagement.
What our users said
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Functional but forgettable. Interviews and surveys with 12 high school and college students confirmed that the platform felt functional but lacked intrinsic motivation and enjoyment. Once a task was completed, there were no incentives or prompts to encourage users to return.
Feature comparison across ed-tech platforms
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Patterns in successful apps. Looking at successful platforms like Duolingo, Quizlet, and Khan Academy, I identified common features that foster sustained engagement: gamified systems (e.g., streaks, points, achievements), visual progress tracking, and daily challenges that created a sense of routine. These platforms also leverage habit psychology, with small rewards and progress cues that reinforce consistent behavior. Additionally, external nudges, such as notifications, help build habit formation by reminding users to return.
Trigger notifications
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A well-timed ping. External triggers—like timely push notifications or reminders—play a key role in habit formation. They act as gentle nudges that prompt users to re-engage with the platform, especially in the early stages of building a routine. Over time, as users begin to associate the app with progress and reward, these external cues can evolve into internal habits, where students return not just because they're reminded, but because they genuinely want to continue their streak, earn rewards, or maintain momentum.
Uncovering the motivation gap.
Usage data and student feedback revealed a consistent pattern: students weren’t lacking intent—they lacked motivation to return. Most activity occurred around exams, and the experience on Knowt felt transactional—log in, complete a task, log out. There were no emotional cues or momentum to keep students coming back.

The core insight was that Knowt needed triggers, visible progress, and rewards to create a rhythm that encouraged regular use. To address this, we needed to borrow behavioral design strategies from successful platforms like Duolingo and Khan Academy to turn learning into a repeatable, engaging habit.
define

Turning Insight into Direction.

Turning Insight into Direction.

Bridging the motivation gap.
Knowt offered students useful tools — but the experience was missing the emotional hooks and behavioral scaffolding that turn one-time use into recurring behavior. Studying felt like a means to an end: once students got what they needed, there was no compelling reason to stay or return.

What was lacking wasn’t features — it was feelings: progress, momentum, and reward. Without feedback loops or incentives, sessions felt isolated rather than connected parts of a larger journey. There was no sense of continuity, no acknowledgment of effort, and no system nudging users toward consistency.

THE CHALLENGE

Shift the user experience from one that supports short-term study tasks to one that builds long-term learning habits.

ideation and exploration

Creating a Reason to Come Back Tomorrow.

Creating a Reason to Come Back Tomorrow.

Motivation mechanics.
With clear signals from user research and competitive analysis, the value of gamification was undeniable. Platforms like Duolingo and Quizlet were successfully using rewards, streaks, and progress tracking to keep learners engaged. The challenge wasn’t whether to use gamification—but how to integrate it meaningfully into Knowt’s study experience.

With gamification as our direction, we needed to translate broad concepts into features that made sense for Knowt’s study experience. We focused on four core mechanisms—Streaks, XP, Achievements, and a Rewards Currency—each designed to address a different aspect of motivation: habit, progress, recognition, and incentive.

These core features weren’t chosen just because they were popular elsewhere — they mapped directly to the motivation gaps uncovered in research. Our aim was to design systems that felt rewarding, without overwhelming students or distracting from the core task of learning.
Layered motivation framework
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Streaks. Aimed at reinforcing daily engagement and habit-building, streaks would reward students for studying consistently over consecutive days. Drawing from behavioral psychology principles like loss aversion and the endowed progress effect, we saw this as a low-friction way to create emotional investment and momentum.
Experience Points (XP). To make progress feel tangible, we proposed a system where students would earn XP for completing study tasks—flashcards, quizzes, and sessions. Unlike traditional grades, XP would be additive and effort-based, offering immediate positive feedback and encouraging a sense of growth.
Achievements. We envisioned a set of achievement badges to celebrate milestones and surprise students in moments of progress. These would tap into intrinsic motivation and mastery, offering visual recognition and small bursts of delight along the learning journey.
Rewards Currency. Finally, we planned to introduce a flexible in-game currency system that students could earn alongside XP. This would open opportunities for redeemable rewards—like avatars, themes, or study boosts—adding an extra layer of motivation while reinforcing continued engagement through meaningful incentives.
Design, Test & Iterate

Bringing Motivation Into the Experience.

Bringing Motivation Into the Experience.

XPperimenting
With our four core features—Streaks, XP, Achievements and Rewards Currency—defined, the next step was to bring them to life through thoughtful, student-centered design. We wanted these systems to feel integrated, not gamified for the sake of it. Our goal was to motivate students without distracting them from their learning goals.

We approached design as an iterative process: sketching ideas, building quick prototypes, and observing real user behavior. Each feature was rolled out in lightweight phases, allowing us to measure what genuinely moved the needle. For example, we started with a simple streak tracker, then layered in motivational nudges and celebratory animations once we validated that students were more likely to return daily.

Importantly, we focused on emotional feedback. Every touchpoint—earning XP, unlocking an achievement, continuing a streak—was designed to provide just enough reinforcement to create momentum, without overwhelming the experience. It wasn’t about making studying “fun” in a gamified way; it was about making it feel rewarding enough to come back tomorrow.
1. Streaks → Building daily momentum
We started by designing a streak system that rewarded users for studying on consecutive days. We kept the UI simple—a persistent flame icon and a streak counter on the homepage—to ensure it motivated without distracting. Early A/B testing showed promising results: users with streaks were 2× more likely to return the next day. We iterated on the visuals and added subtle reminders to protect active streaks, further reinforcing the habit loop.
Actions that trigger a streak
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