Gamified Mentorship Mobile App

Gamified Mentorship Mobile App

Gamified Mentorship Mobile App

Research
8 weeks
Product Design
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Exploration of gamification to improve mentorship experience for business builders

As part of a projects i was involved in , I explored gamification and how it could improve mentorship experience for business builders. After primary and secondary research, I conceptualized and designed a gamified mentorship app aimed at enhancing the mentorship experience for new entrepreneurs and business builders based on key findings. The decision to use a mobile app was because of the availability of mobile phones across the globe (Howarth, 2023). This project bridges the gap between traditional mentorship models and the engaging world of gamification, creating a unique solution to support the next generation of business leaders.

My Approach

There was no centralized platform where users can easily find mentors and build long relationships with their mentor, set goals, and track their mentorship progress. Existing solutions were fragmented, relationships with mentors died quickly and often requiring users to communicate and manage their relationships across multiple platforms (emails, messages, task management tools). The goal was to create a unified platform where users could easily connect with mentors, communicate, build relationships with their mentors, join communities, and manage their mentorship journey.

Design Process:
  1. Problem Identification: Analyzed challenges in traditional mentorship models

  2. User Research: Conducted surveys and interviews with potential users

  3. Conceptualization: Developed initial app concepts based on research findings

  4. Prototyping: Created low and high-fidelity prototypes using Figma

  5. User Testing: Gathered feedback through usability testing sessions

  6. Iteration: Refined the design based on user feedback and further research

Research Methodology:

The project involved using a cross-sectional study to explore how gamification can improve mentorship experience for business builders. The study includes:

  • Literature review on mentorship models and gamification principles.

  • Cross-sectional study of mentors and mentees.

  • Thematic analysis of qualitative data.

  • Needs assessment for both mentors and mentees.


For the primary research, Survey responses were collected for analysis through a Miro board. Correlation analysis and thematic analysis were used as methods of data analysis to analyze survey responses. After analysis, a needs assessment was carried out to derive recommended application interface and experience. Below are some screenshots from the Miro board.

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After data analysis, Based on key insights, I designed and prototyped recommendation for the minimum viable product.

Gamified element called streaks was implemented in the design because it has been found in studies that streaks helps to increase engagement across various platforms (Silverman, 2022)

Impact

This project contributes to the field of design management by demonstrating how user-centered design and gamification principles can be applied to create more effective and engaging professional development tools. The resulting app concept has the potential to revolutionize how business mentorship is approached, making it more accessible, engaging, and effective for entrepreneurs at all stages of their journey.

Skills Demonstrated

  • User Experience (UX) Design

  • User Interface (UI) Design

  • Design Research

  • Data Analysis

  • Gamification Strategy

  • Prototyping

  • Usability Testing

Tools used

  • Figma for UI design and prototyping

  • Miro for data analysis

  • Google forms for survey creation and responses

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