Work

Demo case study. The story, team and numbers are placeholders that show how a real case study will read.

(Case study 03) Learning platform

A mobile learning app for secondary school students in Rwanda and Nigeria, many of them on prepaid data and patchy networks. I designed the app around offline-first lessons that cost almost nothing to download.

Role
UI/UX designer
Team
1 founder, 2 engineers, 3 teachers
Timeline
Sep 2024 to Apr 2025
Platform
Android
Scope
Research · UX · UI · Illustration
Status
Live

3 min read · 2024 to 2025

Placeholder artwork

The 30-second version

For busy readers
A Problem

Students lost progress every time the network dropped, and video lessons ate their data.

B What I did

Designed offline-first lessons as small text and audio packs, with progress that saves on the phone.

C Outcome

Course completion rose from 21% to 54%, and a lesson now costs under 1 MB.

Sample numbers

01The problem

Every dropped connection reset the lesson

The first version streamed video. On a good connection it worked. On a bus, or at the end of the month when data ran low, it froze, and students started again from the beginning.

Most students we met had already deleted the app once to free up space.

79%
never finished a course
02My role

I designed it, built it and shipped it.

  1. 01 · design

    Ran classroom sessions with 40 students and designed the lesson format and app.

  2. 02 · build

    Built the lesson player prototype in Flutter to test offline behaviour on cheap phones.

  3. 03 · ship

    Ran the pilot in four schools and tracked completion week by week.

Team: 1 founder, 2 engineers, 3 teachers

03What I learned

Students were studying in short bursts, often offline

We asked students to log when and where they studied for a week. Almost none of it happened at a desk with wifi.

  • Insight 01

    Five minutes at a time

    Most study sessions were under seven minutes long, often on a commute.

  • Insight 02

    Data is money

    Students checked the size of a download before tapping it. Every megabyte was a decision.

  • Insight 03

    Shared phones

    One phone was often shared by siblings, so progress needed to belong to a profile.

04Key decisions

The calls that shaped the product

Why lessons are text and audio

Video was the original plan, and the most expensive thing we could ask students to download.

Shipped

Under 1 MB a lesson, fully offline, and easy for teachers to update.

Why progress saves after every card

Long lessons meant one dropped connection could wipe ten minutes of work.

Shipped

Lessons became stacks of short cards, so you can stop at any moment and lose nothing.

05Design to code

Tested on the phones students actually own

I built the lesson player as a Flutter prototype and tested it on a £40 Android phone in airplane mode. Anything that stuttered there did not ship.

Drag the slider to compare the design with the app.

FigmaProduction
  • Works fully offline
  • Lessons under 1 MB
  • Readable on 5-inch screens
06Shipping

From first beta to live

~/project-three/releases

→ git log --releases

  1. PilotJan 2025Four schools, 300 students
  2. v1.0Mar 2025Play Store launch
  3. v1.1Apr 2025Shared phone profiles

✓ On the Play Store, with 8,000 students.

07Results

More students reached the end

  • 54%course completionBefore21%After54%
  • 8kstudents
  • 4.7/5Play Store rating

Sample numbers

Teachers started assigning lessons as homework, which we had never asked them to do.

08Reflection

What I would do next

Designing for the cheapest phone first made the app better for everyone, including students with good connections.
  1. 01Lighter diagrams for science
  2. 02A teacher dashboard
  3. 03Send lessons over Bluetooth between phones

Where it's at: On the Play Store, with 8,000 students.

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