PROJECT PLAY CASE STUDY

01 PROJECT OVERVIEW

Client: Project Play - a mobile learning app for educators in Tanzania to increase access to knowledge about play based learning
Location: Tanzania, Remote
My Role: UX and Graphic Designer
My Responsibilities: UX design, user research, accessibility implementation, graphic design, and stakeholder engagement
Target Audience: Professional educators in Tanzania, needing guidance on implementing play-based pedagogy, as mandated by national policy.

Project Summary: Project Play is a mobile learning app designed to help Tanzanian educators learn and apply play-based pedagogy in their classrooms. While mandated by national policy, educators in Tanzania often lack the resources and knowledge to effectively implement this teaching style. Project Play bridges this gap by providing seven engaging educational modules. These modules include pre-assessments, readings, videos, tests, and classroom resources. Upon completion, educators receive certification and practical knowledge to improve student learning outcomes.

02 CHALLENGES

  1. Cultural Appropriateness: Ensuring that content, language, and design choices were culturally relevant and sensitive for Tanzanian educators.
  2. Limited Resources: The project was grant-funded through Michigan State University, which imposed budgetary and resource constraints.
  3. UX Team of One: I was the only UX designer on the project, which required backtracking on initial work that did not fully meet user needs.
  4. Technical Constraints: Inconsistent internet access and low bandwidth in Tanzania required designing for offline and low-data usage. both the European and American markets.

03 MY PROCESS

1. EVALUATION OF EXISTING APP

When I joined the team, the app was in the early stages of development, with only 2 out of 7 modules completed. My first step was to thoroughly evaluate the current state of the app’s content, structure, user flow, and engagement features. I documented initial pain points and ideas for improvement, which I then shared with the team for feedback.

Key Findings:
  • The existing structure was not engaging enough to ensure user retention throughout the modules.
  • There were several accessibility concerns, including small font sizes and minimal consideration for low-vision users.

Actions:
  • Created a prioritized list of “quick fixes” for immediate improvements to user flow and accessibility.
  • Developed a strategy to improve engagement in a way that would align with user needs and goals.

2. ACCESSIBILITY ENHANCEMENTS

One of the most pressing issues was ensuring the app was accessible to all users, particularly those with visual impairments. Given the inconsistent internet in Tanzania, I also had to design for low-bandwidth environments.

Key Changes:
  • Font Size: Increased font size and introduced options to zoom text, making the app more accessible for users with visual impairments.
  • Text Structure: Divided long blocks of text into bullet points to improve readability and comprehension.
  • Contrast: Added darker colors (including dark blue) to improve contrast between chapters and separate sections of the app.

Result: These changes helped improve overall readability and ensured the app was more inclusive for users with varying abilities.


3. INCREASING ENGAGEMENT

One of the main concerns my team identified was the lack of user engagement with the content. The modules were text-heavy, which made it difficult for users to stay engaged through to certification.

Solution: I introduced click-and-reveal interactions for sections like vocabulary terms and definitions. This created a more interactive and engaging learning experience. These interactions also served as useful revision tools, helping users memorize key terms for their tests.

Result: The interactive elements added depth to the learning experience, reducing user fatigue and making the material more digestible.

4. DESIGNING THE ADMIN DASHBOARD

In addition to the user-facing modules, I was tasked with designing an admin dashboard to help educators and program managers track key performance indicators (KPIs). This dashboard would provide essential insights into user progress and engagement.

Steps:
  • Worked closely with team members to identify the most important KPIs to track (e.g., user completion rates, module progress, and test scores).
  • Created a simple, intuitive design that visualized data clearly and used color coding to highlight key trends.

Result: The dashboard provided stakeholders with critical insights to improve the app and make data-driven decisions for future content updates.

04 CONCLUSION

IMPACT

KEY TAKEAWAYS

Through my involvement in Project Play, I played a crucial role in improving the user experience, advocating for accessible and culturally relevant design, and increasing user engagement. My designs transformed the app from a functional tool into a more user-friendly, engaging, and inclusive experience. The focus on UX design also raised awareness within the team about the importance of designing with user needs at the forefront.


  • Cross-Cultural Design: Designing for users in a different cultural context required thoughtful research, empathy, and a willingness to adapt UX principles to fit unique user needs.

  • Advocating for UX: As the sole UX designer, I had the opportunity to advocate for the importance of user-centered design and accessibility in every aspect of the project.

  • Impact of Design: My work not only impacted educators in Tanzania but also had a ripple effect on the students they serve by helping improve the quality of education they receive.

Though Project Play was ultimately discontinued due to the loss of funding, the work I contributed helped set a strong foundation for future efforts. This project was personally meaningful, as it allowed me to apply my UX skills to a cause that was designed to make a tangible, positive impact on education in Tanzania.