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Finestro: a learning path users want to finish

I researched how game mechanics keep people learning, ranked them by their impact on the product and redesigned the personal learning plan: from a list of units to a gamified, step-by-step path in the spirit of Duolingo. After the release, retention and lesson completion rose by 23%.

  • Growth
  • Gamification
  • EdTech

My role

Product Designer

Methods

Competitive analysis / Research on gamification / Ranking mechanics by impact / UI redesign

Goal

  • More users coming back to their plan
  • More lessons completed

Result

+23% retention and lesson completion

Stage 1 · The problem

A plan that read like a list

The first version of the Personal Plan already had units, lesson locks and progress indicators. But it showed the course as content: a long description, then units as large photo cards, with lessons hidden behind Show Lessons. The page got long, and the current lesson and finished work were easy to miss.

The goal was simple: more users coming back to the plan and finishing lessons. Before changing the screen, I looked into what actually keeps people learning.

Before: the Personal Plan as a list, with a long description and large unit cards
After: the Personal Plan as a path of lessons with progress, a done lesson, the current lesson and locked ones

Hypothesis: make continuing feel like a small step

Problem

Learners saw what the course contains, but not how far they had come or where to continue.

Hypothesis

If learners see what they’ve finished, where to continue and what they’re working towards, they are more likely to complete another lesson and return to the plan.

Stage 2 · Research

Research first: what keeps users learning

The redesign came out of research: how other learning apps show progress, what studies say about game mechanics in learning, and which mechanics would have the biggest impact on our product. The top one became the new design.

  1. Competitors

    Competitor analysis

    How Tixu, JobEscape, Coursiv, Duolingo and Mimo show a plan, a path and progress.

    PlansPathsProgress
  2. Studies

    Research on motivation

    What studies say about gamification, goal gradient and started progress.

    Meta-analysisGoal gradientEndowed progress
  3. Ranking

    Mechanics by impact

    Eight game mechanics ranked by their effect on completion and retention.

    8 mechanicsImpactPriorities
  4. Design

    The learning path

    The top mechanic, the progress map, turned into the new plan.

    PathLesson statesCertificate

Step 1Competitor analysis

I collected how Tixu, JobEscape, Coursiv and Duolingo build their onboarding and learning plans, and how Duolingo, Mimo and other apps turn a course into a path.

Research board in Figma with onboarding and plan screens from Tixu, JobEscape, Coursiv and Duolingo
Learning path references: Duolingo, Mimo and two other learning apps with lessons on a path

What they have in common: lessons as steps on one path, locked steps ahead, units as milestones and a reward at the end.

Step 2What studies say, in simple words

  • Gamification helps learning

    A 2020 meta-analysis of gamified learning found positive effects on what people learn, their motivation and their behavior. The effects are small to medium, so the details of the design matter.

  • The closer the goal, the faster we go

    The goal-gradient effect: in a café loyalty study, customers bought coffee more often the closer they were to a free one.

  • Started feels worth finishing

    The endowed progress effect: car wash customers whose card already showed some progress were more likely to complete it.

  • One clear next step

    Duolingo replaced its tree of skills with a single path, so learners always know what to do next.

Step 3Mechanics ranked by impact

Based on the research, I ranked gamification mechanics by how strongly they affect the product: course completion, retention and motivation. For each one I noted why it got its place and how to use it in Finestro.

#MechanicWhy this rankStrongest impact onHow to use it
1Progress map
This redesign
Shows the user the whole path: where they are now, what they have already done and what comes next.Course completion, onboarding completion, motivationBring a full course map into the plan: modules, lessons and locked/unlocked stages.
2Daily missionsBest answers the question “what should I do now?”Repeat usage, task completion, retentionShow 1–3 actions for today on Home: a lesson, practice, a quiz, a review.
3Feedback loopsHelps the user understand the result of an action and feel learning progress.Learning quality, confidence, task completionAfter a task, show not just “right/wrong” but an explanation and the next step.
4ChallengesTurns learning into a short goal with a deadline.Retention, completion, motivationA 7-day challenge, a module challenge, “close 5 tasks this week”.
5RewardsReinforces useful behavior right after the action.Completion, regularity, motivationGive XP, an unlock or a badge for meaningful actions: a lesson, practice, a checkpoint.
6Achievement systemBuilds a long-term sense of growth and accumulated progress.Long-term motivation, retentionAchievements for milestones: the first lesson, 3 days in a row, a finished module.
7LeaderboardsStrongly motivate active users, but can demotivate beginners.Engagement, learning time, repeat actionsAdd later: a weekly league for users at a similar level.
8Social comparisonCan boost motivation, but needs careful framing.Engagement, returning, challenge participationStart with “your progress vs last week”, not “you are behind others”.

The progress map came first: it shows the whole path, where the user is now and what comes next. This redesign is built around it, with a certificate as the goal at the end.

Stage 3 · New design

From a list of units to a path of lessons

Lessons became steps on one path, units became milestones, and a certificate became the goal at the end.

  • Progress in the header

    A percentage beside the plan title shows how much of the plan is complete, so learners always have a reference point.

    Intended behaviourSee how far you’ve come.

  • Lesson path and unit milestones

    Lessons sit on one connected path, grouped by compact unit headers. Each unit is an intermediate milestone within the course.

    Intended behaviourFind the next lesson and understand where it fits.

  • Distinct lesson states

    A check marks finished lessons, a violet outline highlights the current one, and muted covers with locks show what comes later.

    Intended behaviourRecognise finished work and the next available step.

  • Next course preview

    “Up next” introduces the next course at the end of the path. Its disabled Start button separates a future option from the lesson available now.

    Intended behaviourDiscover the next course while finishing this one.

Feature 1

The path: one lesson after another

What I did

  • Lessons sit on one winding path, like levels in a game
  • Each lesson has a clear state: done with a check, current with a highlight, next ones locked
  • Progress is shown next to the course name
  • Units work as milestones with their own headers
  • Every lesson has its own cover, so the path is easy to scan
  • The same path works on mobile and desktop
Before: the Personal Plan as a long list with notes — a long introduction, large unit cards, progress as small timeline markers and collapsed units
After: the learning path with notes — progress beside the title, one connected route, clear lesson states, unit milestones, the certificate goal and the next course
The Personal Plan on desktop before and after: a list of units, then a path with the certificate card next to it
Feature 2

Staying on track while scrolling

What I did

  • Tapping a unit header opens a bottom sheet with what the unit covers
  • A floating card keeps the current lesson one tap away
  • At the end of the path, Up next shows the following course

The video walks through the new plan: a clear place to continue, unit details in a bottom sheet, a floating action that keeps the current lesson within reach, a progress bar towards the certificate and the next course at the end of the plan.

Feature 3

A certificate as the goal

A visible reward at the end gives the path a destination. The AI Mastery Certificate Program card starts locked, fills up with progress and turns into a ready certificate with a download button.

  • Locked: Earn your certificate
  • In progress: a progress bar with the percentage
  • Done: the certificate and a download button
  • On desktop the card sits next to the path; on mobile it appears inside the path
The certificate card in the mobile path in three states: locked, filling up at 40%, and ready to download

Results

More users kept learning

After the gamified plan was released, retention and lesson completion rose by 23%. The course content stayed the same; what changed was how the plan shows the way forward and the progress made.

  • +23%

    retention and lesson completion after the release

  • #1

    mechanic from the ranking, the progress map, at the core of the redesign

What I would measure next

  • Plan to lesson

    How often opening the plan leads to starting a lesson.

  • Completion and return

    Lesson completion and return visits, tracked separately.

  • The role of the reward

    The path alone compared with the path plus the certificate.

Summary

Research showed where to start. A path made the plan easier to continue.

  • Competitors, studies and a ranking of mechanics before the first screen
  • One clear next step and visible progress instead of a list to explore
  • A reward at the end that grows with every lesson