Pented: Gamified Learning App Redesign
About the project
Client:
Qureos Project
Services:
UI/UX
The Problem:
Pented offered a wide range of educational resources, but the experience felt fragmented.
Students had to navigate between lessons, tests, live classes, and other resources without a clear sense of where they were in their learning journey. Progress was difficult to understand, while gamification felt more like a separate feature than an integral part of learning.
The result was an experience that provided plenty of content but didn't always provide enough direction or motivation.
The Insight:
The core issue wasn't a lack of features, it was a lack of connection between them. Students needed to understand three things at any point:
Where am I? → What should I do next? → How am I progressing?
This led to the central design direction: make progress visible and make learning feel rewarding.
Design Process:
Information Architecture & User Flow
Mapped the existing learning journey to identify points of friction and reorganized the experience around a simple Subject → Chapter → Topic → Activity hierarchy.
Interaction Design
Designed the Continue Learning experience around the idea of reducing the distance between opening the app and getting back to learning.
Gamification
Reframed XP, streaks, badges, and progress indicators as part of the learning experience rather than standalone features.
Dashboard & Resource Organization
Structured resources into a unified subject experience, bringing Videos, Tests, and Live Classes into a consistent navigation system. Designed a progress dashboard to make weekly activity, XP, streaks, badges, and completion visible at a glance.
Mobile-First & Localization Considerations
Designed for students using entry-level smartphones. Components were kept lightweight, with clear hierarchy and minimum micro-animations.




The Solution:
The redesigned Pented Learning experience transforms the app from a collection of educational resources into a guided learning journey.
A clearer home experience helps students quickly understand what they should focus on. Improved navigation makes lessons, tests, and live classes easier to access, while progress tracking gives students a visible sense of achievement.
Gamification becomes part of the experience rather than an afterthought, using goals, milestones, rewards, and feedback to encourage continued engagement.
The design ultimately connects:
Learn → Track → Achieve → Continue
Key Takeaways:
Gamification works best when it supports the core user goal, rather than competing with it.
Clear progress can turn an overwhelming content library into a more manageable journey.
Good UX isn't always about adding features, it can be about connecting existing ones more meaningfully.
Designing for younger users requires balancing simplicity with enough feedback and visual motivation to keep them engaged.