NaviLearn: Bridging the Academic Digital Divide

An Accessible Research Tool Designed for the Non-Tech Native

Role: UX DesignerTimeline: 7-day design sprint + 3 weeks iterationType: EdTech Mobile App

Quick Glance

  • Problem: Adults aged 18โ€“70 were abandoning a 9-step learning flow due to complexity and accessibility gaps.
  • My Role: Sole UX Designer โ€” research, information architecture, wireframing, testing, and final UI.
  • Result: Core flow reduced from 9 steps to 4. Zero task abandonment in final usability testing.

Prototype Outcomes

Measured in usability testing on the prototype โ€” not live business metrics.

-35%
Dropout in Prototype Testing
82%
Engagement in Prototype Testing
3
Rounds of Usability Testing
NaviLearn curated feed screen โ€” search, saved lessons, and AI-tailored recommendations

The Goal

Technology Resources in Your Hands

Adults aged 18 to 70 โ€” retirees, gig workers, ESL learners, and career-changers โ€” are trying to teach themselves practical, self-directed subjects: GED prep, digital literacy, ESL, basic math and reading refreshers, and job-skill tutorials pulled from open online resources.

The problem is not motivation. It is that the tools built to help them assume a level of tech fluency they do not have. Users abandon multi-step flows before finishing a single lesson. The digital divide here is not about hardware access โ€” it is about software complexity.

This was academic research: NaviLearn began as a self-directed capstone project, so the study was run for learning rather than for a client or a product roadmap. Participants were recruited from my own community โ€” adult learners, retirees, and gig workers โ€” rather than from a company's user panel, and the findings were used to prove out an accessibility-first design approach instead of validating a commercial release.

NaviLearn onboarding goal screen

Research

What Research Actually Revealed

Four tangible barriers emerged from research โ€” not a lack of intelligence, but real friction users encounter every day:

  • Time constraints. Users juggling work, caregiving, and study had no patience for multi-step flows.
  • Physical accessibility. Visual impairments, motor limitations, and small touch targets blocked usage.
  • Data loss fear. Users avoided trying features because past apps had lost their progress without warning.
  • Offline access. Unreliable Wi-Fi meant learning had to keep working without a connection.

Why a Mobile App, Not a Website

Research surfaced that the target users โ€” gig workers, retirees, ESL learners โ€” primarily access the internet through phones, often without reliable Wi-Fi. A native app made offline downloads, voice input, and one-tap accessibility tools possible in ways a responsive website could not reliably deliver. Mobile-first was not aesthetic โ€” it matched how this audience actually lives online.

Breaking assumptions through research โ€” initial assumption vs research reality

Process

Starting With Structure: Paper Wireframes

Iterating through two different starter frames to determine the most intuitive layout. Focus was on clear entry points โ€” a welcoming onboarding flow with goal-setting and AI suggestions, followed by a curated feed of saved and tailored resources.

Frame A

Paper wireframe โ€” Frame A: welcome screen with goal input and AI suggestions

Frame B

Paper wireframe โ€” Frame B: curated feed with saveable lessons and tailored recommendations

Iteration

Simplifying the Navigation

Consolidated menu reduced from 4 icons to 3. Merged Saved Items and Processing to eliminate clutter. Added Free Related Lessons prompts to address the pain point of costly educational plans.

Streamlining the interface โ€” consolidated menu and free related lessons prompt

Testing

The Reality Check: Usability Findings

Round 1

Accessibility

Users needed voice feedback for actions. Visual focus points were too weak for eye impairments and needed thicker lines.

Round 2

Interaction

Buttons were too small causing accidental clicks. Users explicitly requested a language option in settings.

Usability testing revealed that busy backgrounds were creating eye strain. One accessibility-driven decision changed everything.

Before and after usability study โ€” refining the interface for clarity
Pivot

Pivot: I removed the background colors for accessibility reasons, leaving a clear white background. It creates less strain on the eyes.

High Fidelity ยท Journey ยท Inclusive Design

The Experience โ€” Accessible by Design

Screens that earned their place

A seamless flow that prioritizes intuitive navigation and clear presentation of critical information.

High-fidelity experience โ€” onboarding & main flow alongside processing settings

Featured Onboarding Screen

NaviLearn onboarding step screen โ€” Step 1 Video, Step 2 Quiz, Step 3 Review

Mapping the User Journey

Onboarding โ€” Welcome to NaviLearn screen
1. Onboarding
Curated Feed โ€” Math, Reading/AI, and Tailored For You list
2. Curated Feed
Offline Downloads โ€” AI Basics, Algebra, GED Prep, English, Coding Series
3. Offline Downloads

Designing for every user

Accessibility built into the header โ€” not bolted on as a settings toggle.

Accessibility as a core feature โ€” annotated screen showing language translation, magnifier tool, and voice input

Language Translation

Integrated directly into the header for non-native speakers.

Magnifier Tool

For reading efficiency and users with visual impairments.

Voice Recorder / Input

Enabling users to take notes and find materials without typing.

Why Accessibility Lives in the Header โ€” Not a Settings Menu

Research showed that users with low tech fluency rarely dig into settings menus. If accessibility tools were hidden behind a toggle, the people who needed them most would never find them. Putting language, magnifier, and voice input one tap away in the header made inclusion the default โ€” not a feature users had to discover.

Outcome

Impact & Key Takeaways

Impact

Users reported increased ease in studying and note-taking. Accessibility features notably improved the study experience. Validated the mobile-first approach as many users rely exclusively on phones.

What I Learned

Users face prevalent difficulty accessing efficient study materials. Prioritizing user insights over assumptions was crucial to solving the digital divide.

Roadmap

Reflections & Future Directions

This is a UX concept project. The following represent design thinking about how this product could evolve if built.

1

If developed: Beta Launch

A real-world beta with 50 users would validate engagement patterns discovered in usability testing and surface edge cases not captured in prototype testing.

2

If developed: AI Integration

Personalized learning resource suggestions and curated paths based on user behavior would directly address the time constraint barrier identified in research.

3

If developed: Wellness Features

Study timers and mental break prompts would support the burnout prevention needs raised by participants in Round 2 testing.