Market and User Research for Educational App

The educational market is crowded, especially in the design field. Before jumping into the product design phase, we recommend that our clients find out first: Is there still a niche to claim? Are there pain points that existing platforms haven’t solved? The in-depth research is how we uncover real opportunities and avoid building on guesswork.
  • Competitor Research

  • User Interviews

  • Approach Analysis

  • Prototyping

23
UX patterns identified
pin icon
19
Insights uncovered
idea icon
157
User flows analyzed
search icon
Three cards showing competitor research, approach analysis, and user interviews
Contents
mobile app screen: Motion design levels
mobile app screen: Knowledge Test
mobile app screen: Choose your course
mobile app screen: Theory of motion design video
mobile app screen: Test completed
mobile app screen: 3 animation principles
mobile app screen: Test completed
mobile app screen: Test completed
mobile app screen: Achievements
mobile app screen: Knowledge Test questions
mobile app screen: Unlock introduction level


Project Overview

Problem: The client wasn’t sure if there was still room in the market for a new gamified educational app, or which learning approach would work best.

Solution: We conducted research to identify unmet needs, explored how competitors engage and retain learners. We analyzed educational models and gamification approaches.

Result: We uncovered valuable insights that will guide strategic decisions in the upcoming design phase with a clear understanding of both the users and the landscape.
Card displaying the main goal to design and develop a gamified EdTech platform for educating motion designers.
Two cards outlining subgoals: combining theory with practice, and creating 5-minute mobile-friendly exercises.

Timeline

We followed a flexible, adaptive process designed to surface insights early and iterate quickly. Some stages overlapped and influenced each other, helping us move faster without losing depth.
Project timeline showing stages from research and ideation to prototyping, user testing, and product design.

Competitor Research

We analyzed 6 key competitors to understand the current landscape. What we found was a market full of options.
Competitor analysis chart comparing personal vs. platform courses and guided vs. pre-recorded formats, with a list of competitor offerings.

Competitive Analysis

The current market offers a broad range of formats tailored to different learner types and needs. The opportunity lies in combining structured learning, guidance, flexible access, and an active community into one seamless experience.
Venn diagram comparing YouTube, classes/coaching, and pre-recorded classes with pros and cons for each.
Card highlighting competitive advantage of using gamification instead of the typical video-course format offered by competitors.

Positioning

The startup can fill the gap between casual YouTube browsing and high-commitment platforms like Coursera. It can become the perfect entry point for curious learners looking for action, not lectures.
Positioning chart comparing curiosity, engagement, and affordability levels, with notes on offering free and premium content at a lower cost than competitors.

Competitor Advantages

What makes current platforms attractive to users:
Three cards highlighting key benefits: building a community, developing a strong brand, and creating a student portfolio.

Competitor Weaknesses

Where the current platforms fall short:
Three cards outlining student challenges: long video formats requiring focus time, difficulty applying learned skills, and desktop-only study formats.
Card showing competitor insight: emphasize hands-on learning and bite-sized exercises that can be done on-the-go.

Approach Analysis

We broke down 10 gamified apps to extract the best educational practices and gamification approaches.
Three sections showing examples of gamification techniques, progress visualization, and achievement mechanics in mobile apps.
Analysis Takeaway
We identified proven patterns in gamification that keep users engaged and motivated. Here are the ones worth applying.

User Interviews

We spoke with a few potential users to better understand their goals, struggles, and learning habits.
Two user personas showing user needs and pain points
User Verbatim
Here’s what users had to say when we asked them key questions about their learning experience.

Interview Analysis

We analyzed patterns across all interviews to uncover what truly motivates users in their learning journey.

User Preferences

Six user needs for learning, including professional orientation, flexible pace, shared values, fast feedback, experience exchange, and realistic practice.

User Expectations

Four main learner goals: fast results, wow-effect results, job offers, and networking opportunities.
User insight card stating learners want hands-on practice with realistic cases, at their own pace, and instant feedback.

Coming Next...

In the next phase, we will build an MVP prototype to validate ideas through user testing on a clickable mockup.
Mobile app user flow for selecting and completing a motion design course, ending with successful user test outcomes.
view next

PROJECTS

let's chat

By clicking, you accept our privacy policy and consent to data processing