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05EdTech
EDTECH

Evelingo — Learning that feels alive

A modern learning experience balancing motivation, clarity and a friendly visual system.

ROLEUI/UX Designer
SCOPEEdTech UX · Mobile UI · Learning flows · Prototyping
CASE STUDYProduct design process · selected work
●●●PRODUCT / EXPERIENCE
YOUR NEXT STEP

Every day, a little
more fluent.

68% weekly goal
CONTINUEEveryday conversations12 min · 4 exercises
01Approved product mockup / presentation visualScroll to explore ↓
THE CONTEXT

Start with the why.

Evelingo is publicly listed in Tayyaba’s Behance work as an engaging learning UI/UX project. The design opportunity is to make progress visible without turning learning into a game dashboard.

01 / DISCOVERY

What the experience revealed.

Before shaping the interface, the work is framed around the user's mental model, moments of friction and the opportunities that can change the journey.

KEY OBSERVATIONS
01

Learners need visible progress to maintain momentum.

02

The next action should be obvious when returning to the product.

03

Practice and feedback should feel lightweight, not like administration.

PAIN POINTS
×

Unclear next lesson

×

Progress feels abstract

×

Too much friction between learning moments

OPPORTUNITIES
↗

Turn progress into a motivational feedback loop

↗

Surface a single recommended next step

↗

Make practice states short and focused

02 / INFORMATION ARCHITECTURE

Structure before surface.

The interface follows a clear information hierarchy so visual polish supports the product model rather than hiding it.

01Home→
02Continue→
03Lesson→
04Practice→
05Feedback→
06Progress
THE PROBLEM

Learners need motivation, but they also need orientation: where am I, what should I do next, and why does this activity matter?

DESIGN HYPOTHESIS

If the product makes progress and the next useful action obvious, personality can support motivation instead of competing with the learning task.

WHO IT SERVESLearners using a mobile-first educational product to discover lessons, complete activities and track progress.
03 / USER JOURNEY

From first intent
to useful outcome.

The journey is intentionally expressed as a sequence of decisions, not a list of screens. This keeps the case study about behavior and product thinking.

01See progressentry
02Choose the next lessondecision
03Learn / practicedecision
04Receive feedbackdecision
05Understand progress and continueoutcome
04 / PROCESS

How the work moved forward.

01

01 — Motivation

Identify the moments where learners hesitate, abandon or lose context.

Motivation mapLearning journeyDrop-off hypotheses
02

02 — Flow

Reduce the number of decisions required before the learner can start useful work.

Lesson flowNavigation modelWireframes
03

03 — Feedback

Make completion, mistakes and progress feel informative rather than punitive.

Feedback statesProgress patternsMicro-interactions
04

04 — System

Create a repeatable visual grammar for lessons, cards, progress and learning content.

Component libraryTypographyVisual rules
05 / DESIGN DECISIONS

Small choices create the experience.

These are the decisions that make the final interface feel coherent rather than merely polished.

01

Put the next lesson/action in a dominant position.

02

Make progress concrete and readable.

03

Use personality in illustration and motion, not at the cost of hierarchy.

04

Keep feedback actionable: explain what happened and what comes next.

06 / UI SYSTEM

A visual language that scales.

Instead of designing each screen independently, repeated behavior becomes a system. That gives future screens the same rhythm and makes implementation more predictable.

COMPONENTS
01Progress rings↗
02Lesson cards↗
03Feedback states↗
04Achievement moments↗
05Content modules↗
Designed around the decision.
07 / OUTCOME

The case study highlights the ability to translate a learning goal into a product experience that feels welcoming, structured and purposeful.

No unverified download or engagement figures are presented.

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