UX Case Study · EdTech · LMS Platform

Azvasa
A concept-based learning platform built for how students actually learn

Designed and delivered an end-to-end Learning Management System — from mobile-first concept to full desktop web app — covering students, teachers, and school administrators.

UX Research Mobile-First LMS Design Information Architecture Figma
Azvasa Welcome back, Jagadeesh 👋 🔥 12 Day Streak Keep going! Start Quiz → YOUR PROGRESS Science · 69% Maths · 87% 🏠 📚 🏆 👤 azvasa.com/dashboard AZ Dashboard Students Quizzes Chapters Reports Training Welcome Kalyani K 👋 Here's what happened with your learning system Sections 4 Students 125 Quizzes 76 Trainings 120 CHAPTER QUIZ PERFORMANCE Sec A Sec B Sec C Sec D Mobile-first → Desktop web app 🏆 39/40 Quiz Score 🎉 Excellent Work! Top 5% this week
Product
Azvasa LMS
Domain
EdTech · K–12 Education
Platform
Mobile App + Web
Approach
Mobile-First → Desktop

Building a learning platform from the ground up

Azvasa is a concept-based Learning Management System designed for schools — built to replace passive content delivery with interactive, motivated learning. The platform serves three distinct user groups: students engaging with quizzes and coursework, teachers managing classes and tracking performance, and school administrators overseeing the institution at scale.

This was a zero-to-production project. I came in with no prior LMS experience and had to learn the domain deeply before designing a single screen — understanding how curriculum is structured, how assessment works across grade levels, and what motivates students to actually complete work. The result is a product that went from mobile-first concept to fully delivered desktop web application.

15+
Student personas synthesised
10+
Teacher personas researched
3
User roles designed for
0→1
LMS built from scratch to production
My Role
Sole UX Designer. I owned the full process — domain research, persona synthesis, information architecture, interaction design for both mobile and desktop, quiz and assessment UX, gamification patterns, and complete Figma prototype. This was also my first deep dive into LMS systems; I learned the domain from scratch before designing anything.

Understanding three very different users

Before any wireframe, I ran structured research across all three user groups — 15 students across different grade levels, 10 teachers across subjects, and school admin stakeholders. The goal was to understand how each group experiences learning, assessment, and school management — and where the pain was worst.

🎒
User Group 01
Students
15 personas synthesised
  • Want to know exactly where they stand
  • Motivated by streaks, scores, and visible progress
  • Disengage when content is passive or repetitive
  • Need quiz patterns that feel like a challenge, not a test
📋
User Group 02
Teachers
10 personas synthesised
  • Need to release quizzes and chapters by schedule
  • Want to compare section performance at a glance
  • Frustrated by manual attendance and progress tracking
  • Need to see who is struggling before it's too late
🏫
User Group 03
School Admin
Admin stakeholder interviews
  • Needs institution-wide visibility, not per-class detail
  • Wants to monitor teacher training completion
  • Manages syllabus, academic calendar, and policies
  • Requires audit-ready reports on engagement and scores

"Students don't disengage because the content is hard — they disengage because they can't see any progress. The motivation layer isn't a nice-to-have; it's load-bearing."

Research Insight — Azvasa

From personas to production-ready system

After synthesising personas, I built a full information architecture covering all three roles — mapping how content flows from admin to teacher to student, and how assessment data flows back up. Then I designed mobile-first, treating the phone screen as the constraint that forced every interaction to be deliberate and the most important content to surface first. The desktop web application was designed as an expansion of that model, not a separate product.

Phase 01
Domain Research
Learned LMS systems from scratch — curriculum structures, assessment types, grade logic, and school admin workflows.
Phase 02
Persona Synthesis
Interviewed and synthesised 15 student personas, 10 teacher personas, and admin stakeholders into actionable user models.
Phase 03
Information Architecture
Built the full IA — three role-based hierarchies, content ownership model, and how quiz and chapter data flows across the system.
Phase 04
Mobile-First Design
Designed student and teacher flows for mobile first — forcing the most critical interactions to fit a constrained canvas before expanding to desktop.
Phase 05
Desktop Web App
Scaled the mobile design into a full desktop web application — richer dashboards, comparative analytics, and teacher admin tools.

Interactive quizzes, teacher dashboards, and the login experience

The three screens below represent the breadth of the design system — from the student quiz experience with drag-and-drop interaction patterns, to the teacher's performance dashboard with section-level analytics, to the branded login page that sets the platform's visual tone.

The interactions that made the difference

Concept-based quiz types

Beyond standard MCQs, I designed interactive question types including drag-and-drop match-the-following, fill-in-the-blank, and image-based questions. The goal was to test understanding, not recall — forcing students to actively construct answers rather than recognise them.

Motivation layer

Research showed students disengage without visible progress signals. I built streak tracking, animated score reveals, grade badges, and leaderboard positions directly into the student experience — not as add-ons, but as structural elements of every session.

Question navigation dots

The quiz interface includes a persistent question-map at the bottom — colour-coded attempted vs unattempted dots — so students always know where they are in the assessment and can jump to any question without losing context.

Teacher analytics at a glance

The teacher dashboard shows chapters-vs-completed, quizzes-released-vs-taken, and training-vs-completion in a single view. Section comparison charts let teachers immediately spot which class needs attention — without drilling into individual records.

Drag-and-drop quiz UX Streak & motivation system Score animations Question map navigator Role-based dashboards Section analytics Mobile-first scaling Grade & badge system

Explore the Azvasa Figma prototype

The full mobile app prototype is embedded below. Navigate through the student quiz flow, onboarding screens, and the teacher dashboard to experience the interaction model first-hand.

Azvasa Mobile App — Figma Prototype Live Prototype
Use the Figma controls to navigate between screens. Best viewed fullscreen — click the expand icon in the top-right of the frame.

What Azvasa delivered

📱
Mobile-first delivered
Designed and handed off a complete mobile application before scaling the same design system to a full desktop web app.
🧠
Concept-based learning
Moved beyond MCQs with interactive question types that test genuine understanding — drag-and-drop, matching, and image-based formats.
🏆
Built-in motivation
Streak counters, animated score reveals, grade badges, and leaderboard integration woven into the core student experience.
📊
Teacher visibility
Dashboards that let teachers see section performance, quiz release vs completion rates, and upcoming tasks in a single view.

What I took from this project

Azvasa was my first full LMS build and one of the most demanding projects I've worked on — not because of the design complexity, but because of how much domain knowledge I had to build before I could design responsibly. I had to understand curriculum structure, assessment theory, grade logic, and institutional hierarchy before a single wireframe made sense.

The mobile-first constraint was the best thing that happened to the product. It forced prioritisation at every step. Every element on the phone screen had to earn its place, which made the desktop expansion far more focused and less cluttered than if we'd started there.

The biggest lesson: motivation design isn't cosmetic. Streaks, scores, and animations aren't decoration — they're the mechanism by which students decide whether to come back tomorrow. Getting that layer right was as important as any information architecture decision.

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