Product Designer · Skyeng · 2021–2024
Skysmart

Skysmart

1

Three roles — one product

Every feature was tested: does it work for the student, the teacher, and the parent?

Student — progress, El onboarding, quests and achievements. The interface motivates without pressure.

Teacher — student survey and goals before the lesson. Push reminders. Content recommendations based on the health system.

Parent — monthly PDF progress reports. Data to support subscription renewal decisions.

The same entity behaves differently. El is eight when talking to kids. Twenty-eight when talking to parents. Dashboard, progress, and reports — one system, three entry points.

Student goal profile in teacher dashboard — survey, level, motivation
Student goals in the teacher dashboard: survey, level, motivation — all before the lesson starts
To-do list UX test prototype — 23 screens, three iterations
To-do prototype: 23 screens, three iterations with real students
Hypothesis backlog — prioritization and experiment tracking
Hypothesis backlog: prioritization and experiment tracking

2

Student dashboard

Skysmart is the K-12 product of Skyeng, Russia's largest online school. Three learning models: one-on-one tutoring, group sessions, self-paced exercises. Students range from 4 to 18.

No unified dashboard. Each subject had its own interface. Students switched between separate apps. Schedule, tasks, and progress lived in different places.

Design a unified dashboard for all formats and subjects. My role: UX research, interaction design, visual design. Team: PM, two developers, methodologist.

7
dashboard iterations
3
learning formats in one interface
4–18
years, student age range
2
platforms: desktop + mobile
Student onboarding — meeting El, first steps, dashboard navigation
Student onboarding: meeting El, first steps in the dashboard

Outcome

Seven iterations. Each tested a hypothesis: chronology, scenario, categories, goals, cards, minimal. The final version took the best of each approach. Unified dashboard launched for all Skysmart students. Three learning models — one interface. Students see tasks, schedule, and progress on a single screen.

v1 — chronological navigation v2 — scenario-based navigation v3 — categories and homework v4 — goals and progress v5 — lesson cards v6 — compact navigation v7 — final version
1/7

Goals from the landing page application never reached the product. Teachers started lessons blind — didn't know why the student was learning, their level, or what was hardest. In automated scenarios, all context was lost.

Connect student motivation to course content. Build a path from application to first lesson where no goal gets lost. My role: system design — CJM, survey, integration with the teacher dashboard.

"I used to start lessons blind — didn't know why the student was learning" — English teacher
0 → 1
goal-setting system from scratch
8
survey fields
2
funnel entry points
6
diagnostic steps

The system

Two entry points: demo lesson with a methodologist or directly after payment. Path: dashboard → survey → profile → screening → first lesson. Eight fields: goal, deadline, current position, motivation, desired level, hardest part, study habits, interests. Screening results feed back automatically. If the student edits goals during the first lesson — data updates.

Goal setting user journey
User journey: from first contact to goal sync between student and teacher

First lesson

A separate design project. Six questions (goal, sub-goal, level, timeline, position, difficulties) become a plan for the first lesson. The teacher sees answers before the session starts and builds the lesson around student goals. If the student didn't fill the survey — Telegram push, SMS with a link.

Needs analysis — six steps and first lesson plan
Six steps of needs analysis shape the first lesson plan

Subject-specific diagnostics

Kids English — playful questions with illustrations. Math — level assessment tasks. Adult English — self-evaluation with 40+ goals and 50+ interests. One system, three different experiences.

Kids English diagnostics
Kids English: playful questions instead of tests
Kids Math diagnostics
Math: level assessment tasks adapted for the student's age
Adult English diagnostics — self-evaluation, 40+ goals, 50+ interests
Adult English: self-evaluation with 40+ goals and 50+ interests

Outcome

Before this system, goal data wasn't collected at all — zero. Teachers got context before lessons. Goals from the application became part of the product.

Skysmart progress page
Progress page: El shows the student their achievements across five skills
3

Progress and gamification

Progress wasn't visualized anywhere. Not for the student, not for the teacher, not for the parent. The only metric was "completed 5 of 20 lessons."

Visualize progress so the student feels movement, the teacher gets data for content adaptation, and the parent sees reasons to renew. My role: research, concepts, final design of the health system and gamification.

8
concepts explored
5
skills in the system
3
roles: student, teacher, parent
4
competitors studied

Eight concepts

Each solved the problem differently. None worked for all three roles simultaneously:

  • Completion percentage — clear, but no mid-course motivation
  • Linear progress — boring for long courses
  • Skill categories — too abstract for kids under 10
  • Timeline — works for adults, not children
  • Level map — too game-like for parents
  • Checklists — motivate task completion, but don't show growth
  • Charts — informative, but not emotional
  • Health system — composite assessment. This one worked
"I love checking things off like in The Sims" — from an interview with a 14-year-old student

Health system

The final model: composite assessment across five skills — reading, listening, grammar, speaking, writing. Each skill with percentage and trend. The teacher sees the same picture and gets content recommendations. Parents receive PDF reports.

Health system — 7 states
Seven health states — from "all great" to "needs help across all skills"
Mobile progress page
Mobile: same five-skill progress, adapted for phone
"I can finally see what my child learned this month" — a student's parent

Gamification

For kids — quests with timers and rewards. Stars accumulate toward puzzles, coloring pages, diplomas, game access. Explored Battle Pass, Spotify Wrapped, collectibles. Took from each: time pressure (Battle Pass), retrospective (Wrapped), visual progress (collections). Dropped: competition between students — wrong for education.

Competitors: Duolingo (streaks), LinguaLeo (lion hunger), Busuu (XP), Foxford (achievements). Their patterns shaped the foundation of the reward system.

Dashboard with schedule, tests, and achievements
Quests, timers, and stars — gamification for students aged 4–12

Streaks and XP

Alongside quests, designed a streak system. Model — Duolingo: consecutive day counter, freezes, experience points. "24 days in a row. 2 freezes left. You can skip 2 more days without losing your streak." Onboarding — three tooltips: course map, progress flag, XP lightning bolt. Each explains one entity. Decision: streaks motivate without pressure. Missed a day — not punishment, just a gentle nudge.

Goal widget

Cycles through four states: no goal set, survey partially done, goal selected, new map activities. Each state has its own design with CTA and feedback.

Goal widget states
Goal widget: four states with different CTAs and feedback
Card anatomy — structure, states, visual hierarchy
Card anatomy: component structure, states, and visual hierarchy

Outcome

Health system launched for all students. Teachers got content recommendations based on data. Parents got PDF progress reports. Three roles see one product — each sees their own version of the truth.

The interface was standard — no visual identity, no mascots, nothing kids would want to collect. Generic educational UI.

Create a visual language kids would want to collect: mascots, badges, rewards, stickers. My role: concept, criteria, art direction. 3D modeling — a dedicated specialist.

3
3D mascots
9
criteria for 3D
6
levels A1 → C2
7+
progression metaphors

Mascots

Three mascots accompany students. Each has its own personality and pose set: success, error, waiting, congratulations. The main one is El. Eight years old when talking to kids. Twenty-eight when talking to parents. Same character — two ages, two manners, two tones of voice.

"El is 8 when with kids; 28 when with parents"
Three Skysmart 3D mascots
Three mascots: each with pose sets for success, error, waiting, congratulations

El's personality

Seven recommendation states, each with a unique tone:

  • "Not great, but don't give up!" — weak results, encouragement
  • "Easy! You're studying great!" — all good, reinforcement
  • "Come back after your first lesson" — new student
  • "Good! Keep growing" — steady progress

For parents — different register: "Max did well, studied very well this month." Same character, but adult tone, formal vocabulary, data focus. 200+ frame-by-frame animation keyframes: joy, sadness, waiting, congratulation. Each emotion — a separate sequence.

El sequences — 8 recommendation states from struggling to onboarding
8 El states: very bad, bad, normal, good, very good, bored, no lessons, onboarding — frame-by-frame animation

Nine criteria

Defined requirements for 3D objects so the modeling team could work within a unified system:

  • Recognizable at small sizes
  • Readable without labels
  • One object — one emotion
  • Palette compatibility
  • Works on white and colored backgrounds
  • Stylistic unity with mascots
  • No fine details
  • Print-ready
  • Series scalability

The reference for the team: "Imagine how this would look in Pixar or Animal Crossing."

Finding the metaphor

Before drawing badges, explored seven progression directions:

  • Aging — from infant to enlightened sage. Clear, but too literal
  • Animated object — from pathetic pigeon to general pigeon. Funny, but not serious
  • Vehicle — from scooter to rocket. Works visually, unrelated to language
  • Primitive symbols — stars, gems, elements. Universal, but generic
  • Abstract heraldry — coats of arms and shields. Beautiful, but feels militaristic
  • Artifact cups — trophies and awards. Competitive, wrong for education
  • Flower — from sprout to bloom. Organic, but hard to scale to 6 levels

Anti-patterns: no militarism (swords, shields, epaulettes), no aggressive connotations. Explored British symbolism: bear, umbrella, teapot, double-decker bus. Outcome: simple hexagonal badges with progression through material and decoration.

Level badges

The course map visualizes the path through 3D badges. Levels from A1 to C2. Starter — simple orange hexagons. Mid-tier — with wings. Top — gold with a crown. Locked — gray, as a landmark and motivation.

"I want to collect all the badges up to gold" — 11-year-old student
3D level badges A2 → B2 → C1 → C2
Level badges: visual progression from simple hexagons to gold with crown
3D course map — level navigation with badges in the interface context
Course map: level badges in the context of learning path navigation
3D objects: cake, camera, flask, sunglasses, book, planet Alice in Wonderland sticker pack

Outcome

The 3D system became Skysmart's visual identity. Mascots, badges, and stickers are used across the interface, marketing, and student communications. A unified visual language instead of stock illustrations.