Skip to main content
ZhiKe Student Pad 4.0

ZhiKe Student Pad 4.0

Transforming Passive Learning into Self-Directed Education

Redesigned a 7-year-old educational platform from 9 fragmented versions into one unified system, increasing daily active users by 53% and student self-study time by 38%.

Role UX Designer
Duration 6 months
Team Developers, Product Managers, UI Designers

TL;DR

The Problem:

After 7 years and 9 versions, ZhiKe's student pad had become a fragmented ecosystem built on legacy code, while pedagogy shifted from teacher-led to student-directed learningβ€”but our tools hadn't evolved.

My Solution:

Redesigned the platform around self-directed learning with gamification, personalized to-do systems, and controlled reward mechanisms that motivate without creating addiction.

The Impact:

  • 53% increase in daily active users
  • 38% improvement in student self-study time
  • 50% increase in student-set goals completion
  • 92% satisfaction among students and teachers

My Role:

Work with my mentor (1 of 2 UX designer) for 6 months, conducting student research, designing gamification systems, and collaborating with developers to modernize legacy architecture.

Key Insight: Students needed tools that fostered self-directed learning while balancing engagement with healthy screen time habits.

The Challenge

7 years, 9 versions, an old system needs to keep up with new demands

Legacy System Complexity

9 different versions built on 7-year-old layered code created maintenance nightmares and inconsistent experiences.

Pedagogy vs. Technology Gap

Education shifted from teacher-led to self-directed learning, but our platform still reflected passive consumption models.

Engagement vs. Addiction Balance

Students needed motivation for independent study, but EdTech gamification often crosses into addictive territory.

What We Discovered

We analyzed 2,000+ student survey responses, 10+ in-depth interviews, observed 5 classrooms, and utilized backend data to develop data-driven user personas.

Most

of students lack self-motivation outside structured curriculum

~80%

of teachers showed skepticismβ€”some literally locked pads in cabinets

~60%

of parents worried about screen time vs educational value balance

πŸ’Ž

Students respond to cosmetic rewards for healthy competition

.01
How do we make learning engaging without crossing into addiction?
"My parents don't like me using screens too much. They think I'm playing games even when I'm doing homework."
β€” Hefei Fourteenth High School Freshman

Personas

Four distinct user patterns

⭐

Natural Talents

90%+ Grade 2hrs/week

Excel with minimal platform use

🎯

High Achievers

90%+ Grade 8hrs/week

Leverage technology effectively

😴

Disengaged Learners

~60% Grade 1hr/week

Need motivation and support

πŸ’ͺ

Struggling Engagers

~80% Grade 6hrs/week

High engagement, need guidance

The Solution: Education-First Gamification

A scaffolded system for self-learning that motivates students without creating addiction.

πŸ“

To-Do Centered Interface

Learning-focused task management with self-directed goal setting alongside teacher assignments

πŸ‘₯

Social Learning Community

Badge achievements, peer encouragement, and healthy competition fostering collaboration without grade pressure

πŸ“Š

Real-Time Learning Analytics

Personal study tracking and learning insights for students, teachers, and parents while maintaining privacy

βš™οΈ

Unified Student Experience

Consistent interface across all devices and subscription levels ensuring equitable learning access

Solution demonstration

Key Features

Four Innovations That Fostered Self-Directed Learning

Design Strategy

Ethical Gamification Framework

Designing motivation systems that foster genuine learning while preventing addiction through evidence-based psychological principles.

βš–οΈ

The Ethical Framework

Establishing moral guidelines for educational gamification

πŸ†

Reward Architecture

Designing meaningful and motivating reward systems

🧠

Motivation Psychology

Understanding psychological drivers of engagement

πŸ›‘οΈ

Addiction Prevention

Safeguarding against harmful gaming behaviors

πŸ“ Self-Directed Task Creation

Students set personal learning goals alongside teacher assignments

πŸ“Š Progress Visualization

Learning analytics that show growth without time pressure

🎯 Learning-Focused UI

To-do lists replace app icons to center on educational goals

⭐ Learning-Based Points

Rewards for task completion, not time spent on device

πŸ“ˆ Level Progression

Controlled progression with meaningful educational perks

⏰ Time-Limited Perks

Avatar themes and customization with built-in expiration to keep motivation

πŸ† Badge System

Recognition for classroom participation and academic achievement, not competition

πŸ“Š Healthy Leaderboards

Focus on study habits and self-improvement, not grades or rankings

🀝 Peer Encouragement

Classmate gifts and support features that build learning community

⏹️ Natural Stopping Points

Task completion creates logical break moments in usage

🎨 Cosmetic-Only Rewards

Avatar customization and themes that don't affect learning functionality

πŸ‘¨β€πŸ‘©β€πŸ‘§β€πŸ‘¦ Parent-Friendly Design

Visual differentiation from commerical interfaces to address concerns

Gamification Prevention Design

Technical Innovation

Flexible grid framework

We implemented a modern framework to replace 9 separate homepage versions, requiring close collaboration with developers to retrofit legacy code.

Before: 9 Separate Versions

  • Maintenance nightmare across multiple codebases
  • Inconsistent user experiences
  • Development bottlenecks and delays
  • Legacy code constraints limiting innovation
  • Resource-intensive updates and bug fixes

After: Unified Framework

  • 60% reduction in maintenance time
  • Consistent user experience across all versions
  • Scalable architecture for future growth
  • Streamlined development workflow
  • Future-ready foundation for new features

Results

53%
increase in daily active users within three months
38%
improvement in student self-study time
50%
increase in student-set goals completion rates
92%
satisfaction rate among students and teachers
"What made this project meaningful was watching students develop agency over their own learning journeys. The student pad was no longer just a digital textbookβ€”it had become a companion in their educational growth."
β€” Project Reflection

What I Learned

Balancing Engagement, Ethics, and Technical Complexity

βš–οΈ

Gamification in Education Requires Extreme Care

Designing motivation systems for students taught me the critical difference between engagement and exploitation. Every design decision had to balance effectiveness with ethical responsibility.

πŸ”§

Legacy System Modernization is Psychology + Technology

Working with 7-year-old code while maintaining user familiarity required understanding both technical constraints and user attachment to existing patterns.

πŸŽ“

Educational Context Shapes Every Design Decision

Parent concerns, teacher workflows, curriculum requirements, and student development stages all influence interface design in ways consumer product design doesn't encounter.