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

Improved student engagement by 60% with Gamified Zoom redesign

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

Sept - Nov 2022

TOOLS

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

DELIVERABLES

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

Passive Interfaces Led to Passive Participation

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?

Began with Deep Empathy

Fig: Divergent and convergent thinking guiding our UX process

Fig: Divergent and convergent thinking guiding our UX process

Research Methods

Observational Studies

Mapped detailed user journeys to identify critical interaction pain points.

Observational Studies

Mapped detailed user journeys to identify critical interaction pain points.

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.

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 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.

From Patterns to Personas

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

Insights That Revealed the Opportunity Areas

These insights pointed toward three opportunity areas:

Make Engagement Visible

Students wanted acknowledgment. Instructors needed cues.

Motivate Through Play

Gamification done right could spark joy.


Lower Social Risk

Fear of speaking up was real. Interfaces needed to reduce friction.

While designing interaction for both, we decided its best to narrow down and cater to first to the students as the pain points indicated if students were involved and participated the professor would be automatically resolved. So our focus was on students first though interface was for both.

Voices That Reflected Core Frictions

Turning Pain Points Into 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.

→ Encouraged sustained engagement and positive feedback loops via visible rewards.

Gamified Quizzes

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

→ Encouraged sustained engagement and positive feedback loops via visible rewards.

Gamified Quizzes

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

→ Encouraged sustained engagement and positive feedback loops via visible rewards.

Interactive Wheel

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

→ Helped reduce selection bias while adding an element of delight and anticipation.

Interactive Wheel

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

→ Helped reduce selection bias while adding an element of delight and anticipation.

Interactive Wheel

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

→ Helped reduce selection bias while adding an element of delight and anticipation.

Avatar Profiles

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

→ Lowered cognitive load and reduced social anxiety while preserving a sense of presence.

Avatar Profiles

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

→ Lowered cognitive load and reduced social anxiety while preserving a sense of presence.

Avatar Profiles

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

→ Lowered cognitive load and reduced social anxiety while preserving a sense of presence.

Question Pinning

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

→ Enabled low-pressure, asynchronous participation and ensured every question had space to be addressed.

Question Pinning

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

→ Enabled low-pressure, asynchronous participation and ensured every question had space to be addressed.

Question Pinning

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

→ Enabled low-pressure, asynchronous participation and ensured every question had space to be addressed.

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.

Bringing It to Life: The Interaction in Action

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

Testing Uncovered 3 Key Friction Points

60% of users found the experience highly immersive, yet testing revealed three usability gaps that were critical to address.

We tested the in-class activity flow with 5 university students familiar with Zoom and other video platforms. I independently moderated and facilitated 2 of these sessions end-to-end. We tracked behavioral cues, post-task feedback, and engagement scores using a 13-question User Engagement Scale.

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.

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.

How This Project Sharpened My Practice

What Speculation Taught Me

  • Abstract to Actionable: Moving from AI concepts to real-world problems sharpened my UX thinking. I realized that constraints fuel creativity, working within limitations unlocks potential and drives truly innovative solutions.


  • Ethical AI Needs Boundaries: Balancing user freedom with responsible AI design is essential. Transparency is a must. The adoption of such technology requires extensive trials and user education.


  • Navigating Future-Forward Design: I debated between 2030 (more feasible) and 2060 (bold speculation) to balance near-term realism with long-term vision. The team leaned towards long-term speculation, but this exercise helped sharpen my ability to align research insights with future-forward design.

  • Designing with feedback, not assumptions. Early testing surfaced usability gaps I hadn’t anticipated, like overlooked hint buttons and mismatched interaction patterns. Those insights shaped clearer, more intuitive interactions.

  • Features need timing, not just intent. Gamified elements only worked when they matched the user’s flow and expectations. This reminded me to validate affordances and mental models, especially in high-stakes environments like virtual learning.

  • Staying close to the problem keeps the process anchored in user value. It helped me focus on solving real issues, not polishing surface-level ideas.

This project reinforced that clear, tested ideas move faster than clever ones and that the best designs emerge when research and intuition work side by side.

What Speculation Taught Me

  • Abstract to Actionable: Moving from AI concepts to real-world problems sharpened my UX thinking. I realized that constraints fuel creativity, working within limitations unlocks potential and drives truly innovative solutions.


  • Ethical AI Needs Boundaries: Balancing user freedom with responsible AI design is essential. Transparency is a must. The adoption of such technology requires extensive trials and user education.


  • Navigating Future-Forward Design: I debated between 2030 (more feasible) and 2060 (bold speculation) to balance near-term realism with long-term vision. The team leaned towards long-term speculation, but this exercise helped sharpen my ability to align research insights with future-forward design.

  • Designing with feedback, not assumptions. Early testing surfaced usability gaps I hadn’t anticipated, like overlooked hint buttons and mismatched interaction patterns. Those insights shaped clearer, more intuitive interactions.
  • Features need timing, not just intent. Gamified elements only worked when they matched the user’s flow and expectations. This reminded me to validate affordances and mental models, especially in high-stakes environments like virtual learning.
  • Staying close to the problem keeps the process anchored in user value. It helped me focus on solving real issues, not polishing surface-level ideas.

This project reinforced that clear, tested ideas move faster than clever ones and that the best designs emerge when research and intuition work side by side.

Team Journey + Industry Echoes

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.