Using play, feedback, and choice to transform high-friction virtual classroom

Using play, feedback, and choice to transform high-friction virtual classroom

Using play, feedback, and choice to transform high-friction virtual classroom

Zoom Redesign Gamified

Zoom Redesign Gamified

Zoom Redesign Gamified

60% Improvement in Student Engagement

60% Improvement in Student Engagement

60% Improvement in Student Engagement

With the global shift to online learning, Zoom has become essential, yet student engagement remains a significant challenge. This project aimed to redesign the Zoom experience, transforming passive learners into active participants through detailed user research and innovative gamified interactions.

ROLE

UX Researcher and Designer

TEAM

Interaction Designer, Storyteller, Synergist*2

DURATION

10 Weeks

TOOLS

Miro, Figma, Paper, Pencil, Google Sheets, Google Docs, Audio Recorder

DELIVERABLES

Stakeholder Interviews, User Testing, Data Analysis, Prototypes, Final Design

The Problem

Remote classrooms suffered low student engagement

Remote classrooms suffered low student engagement

As learning moved online, Zoom became a default classroom. But for students, it felt transactional, isolating, and boring. For instructors, it lacked cues to student comprehension and participation.

How might we transform passive virtual lectures into dynamic, engaging learning environments?
How might we transform passive virtual lectures into dynamic, engaging learning environments?

User Research

Uncovering emotional barriers in virtual learning

Uncovering emotional barriers in virtual learning

Fig: Divergent and convergent thinking guiding our UX process

Fig: Divergent and convergent thinking guiding our UX process

Key Research Questions Asked

For instructors

  • Could you share any training or resources you've received for teaching online?

  • How do you keep students engaged online?

  • Could you describe a recent challenge you faced with Zoom and how you resolved it?

  • Could you walk me through how you typically prepare for an online class?

For instructors

  • Could you share any training or resources you've received for teaching online?

  • How do you keep students engaged online?

  • Could you describe a recent challenge you faced with Zoom and how you resolved it?

  • Could you walk me through how you typically prepare for an online class?


For students

  • When you think about online classes, how would you define engagement?

  • Could you tell me about an online class you particularly enjoyed? What about it made it enjoyable?

  • What challenges have you faced in online classes

  • In what ways do you typically participate or interact during an online class?

For students

  • When you think about online classes, how would you define engagement?

  • Could you tell me about an online class you particularly enjoyed? What about it made it enjoyable?

  • What challenges have you faced in online classes

  • In what ways do you typically participate or interact during an online class?


I independently mapped 60+ student and instructor pain points to uncover patterns that shaped our final design direction.

Connected Virtually, Disconnected in Reality

The synthesis revealed one converging outcome: a breakdown in meaningful participation on both sides of the classroom.

Research Methods

Observational
Studies

Mapped detailed user journeys to identify critical interaction pain points.

User
Interviews

Captured firsthand experiences from instructors and students globally.

Affinity
Mapping

Organized and synthesized research findings into patterns of disengagement.

From Patterns to Personas

Three personas emerged from our synthesis, each revealing different challenges in how students and instructors experienced virtual classrooms.

Key Insights

Isolation and fatigue reduced student participation

Isolation and fatigue reduced student participation

These insights pointed toward three opportunity areas:

Make Engagement
Visible

Students wanted acknowledgment. Instructors clearer participation cues.

Motivate Through
Play

Students responded to playful interactions; interfaces needed intuitive design.

Lower Social
Risk

Students feared speaking up; interfaces needed to feel safer.

Insights indicated that prioritizing student engagement would naturally address instructor pain points. Therefore, we strategically focused our initial designs on intuitive student-centered interactions, knowing instructor challenges would consequently ease.

Insights indicated that prioritizing student engagement would naturally address instructor pain points. Therefore, we strategically focused our initial designs on intuitive student-centered interactions, knowing instructor challenges would consequently ease.


Voices That Reflected Core Frictions

Design Strategy

Transforming pain points into engaging play points

Transforming pain points into engaging play points

The final solution featured an engaging interactive platform explicitly designed for student experiences, including:

Gamified Quizzes

Timed, points-based interactions designed to trigger intrinsic motivation through competitive gameplay mechanics.

Gamified Quizzes

Timed, points-based interactions designed to trigger intrinsic motivation through competitive gameplay mechanics.

Gamified Quizzes

Timed, points-based interactions designed to trigger intrinsic motivation through competitive gameplay mechanics.

Interactive Wheel

A dynamic, randomized selection tool fostering fair participation and serendipity in student engagement.

Interactive Wheel

A dynamic, randomized selection tool fostering fair participation and serendipity in student engagement.

Interactive Wheel

A dynamic, randomized selection tool fostering fair participation and serendipity in student engagement.

Avatar Profiles

Customizable, expressive visual personas replacing live video to support identity formation and psychological safety.

Avatar Profiles

Customizable, expressive visual personas replacing live video to support identity formation and psychological safety.

Avatar Profiles

Customizable, expressive visual personas replacing live video to support identity formation and psychological safety.

Question Pinning

An in-class feature that lets students post doubts without interrupting the lecture.

Question Pinning

An in-class feature that lets students post doubts without interrupting the lecture.

Question Pinning

An in-class feature that lets students post doubts without interrupting the lecture.

How We Reimagined the Classroom Experience

These ideal task flows were built from real user pain points and mapped to reflect the behavior shifts our design aimed to support.

Student (Max) Task Flow


Max logs into his virtual classroom, greeted by a row of classmate’s avatars. His avatar’s Cubs hat sparks conversation with other baseball-loving classmates. As class begins, the chime of awarded points for attendance excites Max. This also motivates him to engage in class more. As the lecture progresses, Max pins his doubt in hopes that the professor can give him clarity on the topic. A few minutes later, the professor answers his query and launches the interactive quiz.

With his doubt resolved, Max feels confident he will do well on the quiz. Although he gets the third-highest score, he feels incited to do even better next time. At the end of the class, Max receives a summary of the points he earned. He is satisfied with the points and is excited to continue engaging in this format.

Instructor (Dr. Sheffield) Task Flow


Dr. Sheffield sits down at his desk to plan his class for tomorrow. He uploads his presentation to ‘Zoom Classroom’ and picks two activity templates to create short quizzes. The next day, he’s glad to see his virtual classroom full of avatars greeting him. Thanks to their unique looks, he instantly recognizes most of the student’s avatars.


As the class continues, he notices question marks pop up. This prompts him to glance over the cluster of doubts pinned on the class timeline. After addressing the doubts, Dr. Sheffield launches his pre-made quiz and gets live feedback on class performance. At the end of the class, he reviews the comprehensive dashboard that displays trends in attendance, engagement, and progress tracking. He is content that the class performance is improving when compared to previous classes.

Mockups

Interactive gamified features in Zoom classrooms

From timed quizzes to randomized topic wheels, each Figma screen reflects how gamified UX principles were applied to drive motivation, clarity, and participation.

Usability Test

60% improvement in student engagement through gamification

Usability testing of the in-class activity flow involved 5 university students experienced with Zoom and related video platforms. Two sessions were independently moderated and facilitated end-to-end, tracking behavioral cues, post-task feedback, and engagement metrics via a 13-question User Engagement Scale.

Students described the experience as highly immersive; however, testing identified three critical usability gaps, each subsequently addressed through targeted design refinements

Insight #1: Users Tried Clicking the Wheel (Not the Button)

80% of users expected the wheel to spin, highlighting a break in the mental model and interaction design.

80% of users expected the wheel to spin, highlighting a break in the mental model and interaction design.

The entire wheel is now clickable. A brief intro screen sets up the interaction clearly.

The entire wheel is now clickable. A brief intro screen sets up the interaction clearly.

Insight #2: Students Needed Help But Missed the Hint Button

Insight #2: Students Needed Help But Missed the Hint Button
Insight #2: Students Needed Help But Missed the Hint Button

3 out of 5 users overlooked the hint button or didn’t understand its purpose. On average, it took over 40 seconds to even notice.

3 out of 5 users overlooked the hint button or didn’t understand its purpose. On average, it took over 40 seconds to even notice.

The button was redesigned with stronger contrast and a timed tooltip triggered after 5 seconds of inactivity.

The button was redesigned with stronger contrast and a timed tooltip triggered after 5 seconds of inactivity.


Insight #3: Avatars Distracted During Focused Tasks

Avatars were engaging but during quizzes, they pulled attention away from the question.

Avatars were engaging but during quizzes, they pulled attention away from the question.

Avatars were hidden during quizzes to reduce cognitive load and minimize visual distraction.

Gamification sharpened my UX approach

Gamification sharpened my UX approach

“Fun is the easiest way to change behavior.”

“Fun is the easiest way to change behavior.”

- Nir Eyal

Early usability testing surfaced critical gaps, such as overlooked hint buttons and mismatched interaction patterns, directly challenging initial design assumptions. Addressing these findings clarified interactions, reinforcing the need to align gamified elements precisely with user expectations and task flows, particularly important in high-stakes environments like virtual classrooms.

Focusing closely on user-defined problems kept the design process anchored, prioritizing meaningful enhancements over superficial adjustments. This reinforced the practice of continuously validating mental models and affordances rather than relying on assumptions.

Early usability testing surfaced critical gaps, such as overlooked hint buttons and mismatched interaction patterns, directly challenging initial design assumptions. Addressing these findings clarified interactions, reinforcing the need to align gamified elements precisely with user expectations and task flows, particularly important in high-stakes environments like virtual classrooms.

Focusing closely on user-defined problems kept the design process anchored, prioritizing meaningful enhancements over superficial adjustments. This reinforced the practice of continuously validating mental models and affordances rather than relying on assumptions.

Early usability testing surfaced critical gaps, such as overlooked hint buttons and mismatched interaction patterns, directly challenging initial design assumptions. Addressing these findings clarified interactions, reinforcing the need to align gamified elements precisely with user expectations and task flows, particularly important in high-stakes environments like virtual classrooms.

Focusing closely on user-defined problems kept the design process anchored, prioritizing meaningful enhancements over superficial adjustments. This reinforced the practice of continuously validating mental models and affordances rather than relying on assumptions.

Team Journey + Industry Echoes

Team Journey + Industry Echoes

Next project:

Habitica & Rabit

Together, we can create remarkable experiences.

Let’s connect to innovate or simply share the love of user research and tech over a warm cup of water. 


© Copyright 2025 Gurusha Raskar. All rights reserved.

© Copyright 2025 Gurusha Raskar.

All rights reserved.

© Copyright 2025 Gurusha Raskar. All rights reserved.