All work

UX case study

E.I. Games · Game Builder

Redesigning the game builder educators use to create gamified lessons—clearer structure for levels, content, and publishing so teachers can focus on teaching, not fighting the UI.

Category
Product / UX · EdTech
Year
2025
Tools
Figma, wireframes, prototyping

At a glance

The brief

Remake the builder teachers use for gamified lessons, so they can find levels, add content and see publish status without guessing.

Outcome

Levels, content and status (private / review / live) now read as one story instead of three separate areas.

Collaboration

Stayed in sync with stakeholders so scope, engineering and teacher-habit tradeoffs surfaced early, not at handoff.

Takeaway

Teachers are interrupted constantly, so even “standard” patterns need checking against real classroom use.

What I focused on

  1. Map how teachers move between game, levels and content
  2. Wireframe tabs, sidebars and modals
  3. Iterate toward a calmer editor with clear primary actions
  4. Match patterns to classroom workflows

Starting pointBefore redesign · baseline UI

Before

The live builder worked, but the UI didn’t yet read as one clear path from structuring a game to publishing it.

Game builder UI before redesign: stacked Tools, Prefaces, Levels and Postfaces panels with small add buttons.

Problems

  • Fragmented layout made it hard to understand the creation flow.
  • Key actions (tools, levels, pre/post content) lacked hierarchy.
  • No clear guidance on where to start or what comes next.
  • Visual weight didn’t match the importance of actions.

Solutions

  • Introduce a clear structure for building content.
  • Establish hierarchy across actions and sections.
  • Guide users through a step-by-step workflow.

Stage 1Cleaner UI, incomplete mental model

Wireframe exploration

Cleaner UI, but missing the core mental model of how teachers build.

Sketched wireframe for game builder tabs and question list.

Problems

  • “Levels” concept was missing from the core flow.
  • Structure still felt flat—no sense of progression.
  • Users lacked a clear path for building multi-step content.

Solutions

  • Simplified layout reduced the clutter from the original.
  • Introduced clearer grouping of questions and actions.
  • Began establishing a more consistent interaction pattern.

Stage 2Structure in place, interaction still heavy

Grayscale structure

Introduced structure, but needed to simplify how users interact with it.

Grayscale level editor with content list.

Problems

  • Added complexity made the interface feel heavier.
  • Navigation between levels wasn’t intuitive.
  • Too many controls competing for attention.

Solutions

  • Simplified how users switch and manage levels.
  • Reduced visual noise to focus on primary actions.
  • Strengthened hierarchy to guide the workflow.
  • Introduced “Levels” as a core part of the creation flow.
  • Added a clearer hierarchy between levels and questions.
  • Began separating content into distinct sections (questions, context, resources).

Stage 3More intuitive structure, guidance still thin

Builder home

A more intuitive structure, but still needed stronger guidance and clarity.

Card-based game builder home with Tools, Prefaces, Levels and Postfaces.

Problems

  • Some actions still lacked clear emphasis.
  • Content area still felt slightly dense.
  • Workflow wasn’t fully guided yet.

Solutions

  • Refined level navigation into a more intuitive, horizontal flow.
  • Simplified layout to reduce visual noise.
  • Strengthened hierarchy between levels and content.
  • Clarified primary vs secondary actions.
  • Improved spacing and readability of content blocks.
  • Continued simplifying interactions across the page.

AfterDirection for the live builder

Later iteration

Final direction: a calmer editor with a clear game → levels → content story and obvious publish paths.

Refined game builder showing a Historical Figures game: level tabs, an orange Add Content button and numbered content rows.

Problems

  • Further reduce density in content areas.
  • Continue refining action emphasis for faster scanning.

Solutions

  • Clear top-down structure: Game → Levels → Content.
  • Primary actions are consistently placed and easy to find.
  • Tabs separate tasks (Levels, Resources, Settings).
  • Content is organized into scannable, repeatable blocks.
  • Versioning and publish controls are accessible without distraction.

Testimonial

“Elevated our product with a design that prioritized both function and user-friendliness. Great experience and an absolute pleasure to work with.”

— E.I. Games

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