knowt

ROLE

UX Design

TEAM

Swapna Dhar, Liya Yan, Samiha Aarashi

DURATION

4 weeks

TOOLS

Figma, Adobe CC

Overview

Knowt is a free study platform that incorporated AI tools to help with studying. Our goal was to design engaging features that motivate users to study and maintain a streak of using the app.

Problem

Users find it difficult to maintain streaks on a studying platform, because they don't find studying fun or rewarding.

Solution

Knowt's new features makes studying feel fun and sociable, incorporating features that reward the user and socialization.

RESEARCH

Competitors

We started to research competitors that had similar services to Knowt and analyzed what they excelled at and what needed work.

Users like Khan Academy’s clear lessons and the ability to learn at their own pace for free.

However, some feel that the content can be too structured or rigid for casual learners.

Users love Duolingo for its gamified learning style that makes language learning fun.

However, some dislike that the app can feel repetitive and that certain features are locked behind paywalls.

Users like Quizlet’s huge library of study sets and the ability to create flashcards.

However, users have been frustrated now that most of Quizlet’s features are now locked behind a paywall.

Empathy Interviews

We interviewed students, asking them questions about studying and the use of learning apps.

We found that students get distracted easily, wish studying was fun, and don’t want to pay.

“I feel like I get distracted easily when I’m doing my homework.”

“I wish there was a way to make studying more fun.”

“I like to use Kahoot and Quizlet, but Quizlet became a paid subscription which kinda sucked, so I stopped using it.

User Needs

  • Fun incentives to study

  • Focused study environment

  • Social interaction while studying

User Pain Points

  • Paid subscription

  • Studying feels slow and boring

  • Limited social features

FEATURES

Magic Hat

Users can complete three challenges to unlock a random reward from the magic hat. Rewards are categorized as common, uncommon, rare, epic, and legendary.

Problem

High school students find it challenging to stay motivated while studying alone because it feels repetitive and lacks engaging rewards or excitement.

How it solves the user’s problem

The Magic Hat makes studying feel rewarding by adding an element of surprise and gamification through completing daily challenges, which gets users to come back daily and maintain their streak.

Ladderboard

Teachers can create a classroom and set up a “ladder” board, which students can join through a code and track their studying. Students can also check the class ranking and monitor their progress over time.

Problem

Students often struggle to engage with one another, which leads to a lack of interaction and a sense of isolation, resulting in decreased motivation and feeling unsure about their progress.

How it solves the user’s problem

Users are able to view past event turn out and share their own experiences, which manages their expectations and helps others get informed.

Study Pet

Users will have their own virtual pet to take care of by gathering points from studying. They can use those points to purchase accessories, outfits, and food for their pet.

Problem

High schoolers who don’t have anyone to study with struggle with motivation and lack someone to help them keep going.

How it solves the user’s problem

By creating check-able competitions, teachers can boost students' motivation and provide insights into how they can improve their study plans.

TAKEAWAYS

Key Performance Indicators

Here's how we can measure success:

Magic Hat

% of users who view Vibe Check before purchasing a ticket.

Reduction in event refunds or cancellations due to unmet expectations.

Ladderboard

% of event sign ups that use Let’s Plan’s group scheduling.

Increase in multi-ticket sales from group purchases compared to solo.

Study Pet

% of users who report making a new connection with Keep in Touch.

Average number of messages sent through ice breaker chats.

Project Takeaways

Here’s what I learned:

Defining a problem

Spending time identifying the problem through user interviews, insights, and POV statements leads to clearer, more meaningful design decisions later on.

Iteration is essential

Prototyping, testing, and refining repeatedly taught me how much stronger ideas become when they’re challenged and reshaped.

It’s important to prioritize

Distinguishing between nice-to-haves and essential features for an MVP, and how to make tradeoffs that still support user goals are important.