StudySmarter

A mobile learning app that identifies your learning type: then adapts every screen, format, and daily habit to match. Built on multimedia learning theory. Designed to make personalisation feel effortless.
ROLE

Solo UX/UI Designer

Type

Mobile , iOS, EdTech

CONTEXT

15 weeks (2024)
Redesign 2026

TOOLS

Figma, ProtoPie

Three iPhone mockups showing StudySmarter screens for daily missions, learning activity preferences and a multimedia learning module.
PROBLEM 01/07

Most learning apps treat all users identically. Ignoring that people absorb, retain, and recall information in fundamentally different ways.

Most learning apps treat all users identically. Ignoring that people absorb, retain, and recall information in fundamentally different ways.

Most learning apps treat all users identically. Ignoring that people absorb, retain, and recall information in fundamentally different ways.

ONE-SIZE CONTENT

Same format for every user regardless of how they actually learn

NO PERSONALISATION SIGNAL

Apps have no mechanism to understand the individual before serving content

PASSIVE CONSUMPTION

Reading and watching are mistaken for learning. Active recall is rarely enforced.

LOW RETENTION

Without spaced repetition and habit loops, learned content fades within days

RESEARCH FOUNDATION 02/07

Grounded in cognitive science

Grounded in cognitive science

Grounded in cognitive science

The design decisions in StudySmarter are not based on intuition alone. The project was informed by The Cambridge Handbook of Multimedia Learning (Mayer, ed.), specifically the Dual-Coding Theory and the Cognitive Architecture model: both establish why the same content must be presented differently depending on how a learner processes information.

THEORY 01
DUAL-CODING THEORY

Text and image are processed by separate
cognitive channels

People learn more effectively when verbal and visual information are presented together rather than separately. This directly informed the decision to build three distinct content formats: text, interactive illustration, and video, rather than one universal format.
Source: The Cambridge Handbook of Multimedia Learning, 2nd ed., Cambridge University Press.

THEORY 02
COGNITIVE ARCHITECTURE (MAYER)

Working memory has limited capacity — format determines cognitive load

Overloading one cognitive channel causes learning to fail. The quiz-first approach ensures the app routes each user to the format that uses their stronger channel: reducing extraneous load and increasing retention.
Source: The Cambridge Handbook of Multimedia Learning, 2nd ed., Cambridge University Press.

DESIGN APPROACH 03/07

Identify first.
Then personalise everything.

Identify first.
Then personalise everything.

Identify first.
Then personalise everything.

The app identifies learning type through a short Multiple-Choice quiz, then adapts content format, study method, flashcard type, and daily missions to match. The quiz is not onboarding friction. It is the product's first value delivery: the moment a user feels understood before they have studied a single thing.

Step 01

Learning type quiz

Short MC test. Eight questions identify whether the user is text-based, interactive, or multimedia.

Step 02

Result & explanation

"You are a text-based learning type." Affirming identity language, not a score or percentage.

Step 03

Personalised content

Same topic, different format. Text learners get prose. Interactive get illustration. Multimedia get video.

Step 04

Habit: streak & missions

Daily missions create a bounded goal. The streak rewards consistency, not performance.

From flow to screen.

From flow to screen.

From flow to
screen.

The user flow mapped the decision logic first, including where a lesson repeats when a learner answers incorrectly, before the wireframes translated that logic into screen-level structure.

Two iPhone mockups showing a StudySmarter onboarding flow that helps users identify their preferred learning type.

Flashcard Design:
Three Wireframe Approaches

Flashcard Design:
Three Wireframe Approaches

Flashcard Design: Three Wireframe Approaches

Three early structural concepts for the flashcard screen, tested against the existing quiz layout to see which best separates the question prompt from the reveal, while keeping progress and navigation consistent across the flow.

Two iPhone mockups showing a StudySmarter onboarding flow that helps users identify their preferred learning type.
DESIGN 04/07

The quiz is the product

The quiz is the product

The quiz is the product

Most onboarding asks for an email. StudySmarter asks "How do you think?" This turns a normally skipped step into the moment users first feel understood by the app. Around eight questions are enough to route reliably without causing drop-off.

Quiz before content

Personalisation signal collected upfront, not guessed over weeks of usage.

8 questions max

Enough to route reliably. Every extra question loses users at onboarding.

Identity language

"You are a text-based learner" not "your score is 76%." Affirming, not evaluative.

The same content.
Three completely different experiences.

The same content.
Three completely different experiences.

The same content.
Three completely different experiences.

Every piece of content, in this case the Vegetation Zones of a lake ecosystem, is produced in three formats. Text-based learners receive structured prose. Interactive learners explore an annotated illustration. Multimedia learners watch a video. The underlying knowledge is identical; the cognitive channel is not.

Two iPhone mockups showing a lake ecosystem lesson and a multiple-choice quiz about the littoral zone.
Student using the StudySmarter app on a train to continue a multimedia lesson about lake ecosystems.
StudySmarter flashcard quiz shown on a phone in a study setting, asking a multiple-choice question about lake ecosystems
Text learners process written information more effectively.

Content is structured as a readable summary with bullet-point notes, matching the cognitive preference identified in the quiz.

Interactive learners engage through spatial exploration.

The illustrated cross-section with clickable labels turns passive reading into active discovery: consistent with Dual-Coding Theory.

Multimedia learners integrate audio and visual simultaneously.

Video format activates both cognitive channels at once: the highest-retention format for this learning type per Mayer's cognitive architecture model.

Consistency beats intensity.
The design rewards showing up.

Consistency beats intensity.
The design rewards showing up.

Consistency beats intensity.
The design rewards showing up.

Daily missions bound the study goal making it psychologically easier to start than open-ended study. The streak calendar rewards continuity: a user who studies 10 minutes every day retains more than one who studies 2 hours once a week.

Child using the StudySmarter app in the evening, with a daily missions screen encouraging short learning tasks before bedtime.
Bounded daily missions

"Complete 5 flashcards" is psychologically easier to initiate than "study." Reduces initiation friction by defining done.

Streak over score

Rewards consistency, not performance. The metric reinforces the behaviour that actually produces long-term learning.

Visual foundations 05/07

Bricolage.
Warm neutrals.
Four rooms.

StudySmarter visual foundations showing the colour palette, Bricolage and Inter typography, 8-point grid, progress states, action buttons and map navigation system.
WHY BRICOLAGE:
THE FONT DECISION

A characterful display face with softly humanist curves, paired with Inter for UI. Distinct from the generic geometric sans-serifs that dominate EdTech, without sacrificing legibility at small sizes.

WHY WARM NEUTRALS:
THE COLOUR DECISION

Four muted room tints, sage, ice blue, apricot, lilac, each tied to a mental state of the user. Green for learning, blue for recall, orange for momentum, violet for identity. Lime is reserved globally for progress, giving the whole system one shared language.

WHY 8PT GRID:
THE SPACING DECISION

A calmer rhythm suited to mobile learning sessions. 8pt keeps components generous and legible without crowding, and scales cleanly across every card, button, and progress bar in the system.

Reflection 06/07
WHAT WORKED

The learning type quiz as the entry point was the right decision: it transforms onboarding from friction into the product's first value delivery. The earthy green palette differentiates the app immediately. The three-format content system is the most intellectually rigorous design decision in the project: grounded directly in Mayer's dual-coding research.

WHAT I WOULD DO DIFFERENTLY

Test whether eight quiz questions are enough to route reliably, or whether a 5-question quiz produces meaningfully better personalisation without causing drop-off. I would also explore whether learning type can evolve over time as habits change, rather than being fixed permanently at onboarding.

resources 07/07

Mayer, R.E. (ed.) (2014) The Cambridge Handbook of Multimedia Learning. 2nd ed. Cambridge: Cambridge University Press.
Available at: https://doi.org/10.1017/CBO9781139547369