LEAP

LEAP

LEAP

My Role

Nature

Nature

Deliverables

Interactive E-Learning Mobile App, Design system, Usability Testing

Year

2024

Deliverables

Interactive E-Learning Mobile App, Design system, Usability Testing

Year

2024

01

01

The What

The What

Indonesia is brimming with potential, but a widening gap in education and digital skills is holding millions back. From news outlets like Detik, Tempo, Suara.com, to government reports by Badan Pusat Statistik and Kominfo, we learned that low literacy, uneven access to quality education, and a shortage of digital talent are major hurdles. Leap aims to tackle these challenges head-on, creating opportunities for young Indonesians to learn, upskill, and thrive in a rapidly changing digital world. So, how can we empower this generation to bridge the gap and build the skills they need for the future?

Indonesia is brimming with potential, but a widening gap in education and digital skills is holding millions back. From news outlets like Detik, Tempo, Suara.com, to government reports by Badan Pusat Statistik and Kominfo, we learned that low literacy, uneven access to quality education, and a shortage of digital talent are major hurdles. Leap aims to tackle these challenges head-on, creating opportunities for young Indonesians to learn, upskill, and thrive in a rapidly changing digital world. So, how can we empower this generation to bridge the gap and build the skills they need for the future?

02

02

The Why

The Why

The goal of Leap is to close Indonesia’s education and digital skills gap by providing accessible, engaging, and practical learning opportunities tailored to each user’s needs. By reducing inequality in access to education (SDG 4 & 10), encouraging collaboration with various stakeholders (SDG 17), and delivering inclusive, high-quality, and relevant learning experiences, Leap helps students and young professionals gain the skills they need to thrive in the digital economy. In doing so, Leap not only supports personal growth but also contributes to national progress toward Indonesia Emas 2045.

The goal of Leap is to close Indonesia’s education and digital skills gap by providing accessible, engaging, and practical learning opportunities tailored to each user’s needs. By reducing inequality in access to education (SDG 4 & 10), encouraging collaboration with various stakeholders (SDG 17), and delivering inclusive, high-quality, and relevant learning experiences, Leap helps students and young professionals gain the skills they need to thrive in the digital economy. In doing so, Leap not only supports personal growth but also contributes to national progress toward Indonesia Emas 2045.

03

03

The How

The How

Building on our goal to make learning accessible and engaging, we designed LEAP with the user in mind. Through gamification, flexible learning paths, and personalized content, we ensure users stay motivated and progress consistently. The interface is intuitive, with clear visuals, responsive layouts, and a friendly mascot to make the experience approachable and fun. Every choice in the design, from navigation to visual cues was made to guide learners seamlessly, helping them feel confident while exploring new skills.

Building on our goal to make learning accessible and engaging, we designed LEAP with the user in mind. Through gamification, flexible learning paths, and personalized content, we ensure users stay motivated and progress consistently. The interface is intuitive, with clear visuals, responsive layouts, and a friendly mascot to make the experience approachable and fun. Every choice in the design, from navigation to visual cues was made to guide learners seamlessly, helping them feel confident while exploring new skills.

——

Reseach Methods

Reseach Methods

To understand our users better, we conducted a focused research phase. We surveyed 18 participants and held 4 Google Meet interviews to dive deeper into their learning habits and challenges. From this, we identified 8 key user concerns and 13 hopes about their learning experience.

To understand our users better, we conducted a focused research phase. We surveyed 18 participants and held 4 Google Meet interviews to dive deeper into their learning habits and challenges. From this, we identified 8 key user concerns and 13 hopes about their learning experience.

——

The Insights

The Insights

Based on these insights, we brainstormed 9 possible features to address user needs and framed 3 “How Might We” questions, such as How might we make learning progress feel rewarding? or How might we guide users to the right content for their goals? Each idea was tied directly to user needs, ensuring that every feature we consider helps learners stay engaged, confident, and progressing consistently.

Based on these insights, we brainstormed 9 possible features to address user needs and framed 3 “How Might We” questions, such as How might we make learning progress feel rewarding? or How might we guide users to the right content for their goals? Each idea was tied directly to user needs, ensuring that every feature we consider helps learners stay engaged, confident, and progressing consistently.

——

The Design

The Design

Based on our research, LEAP is designed to make learning simple, fun, and motivating. The mascot “A-Leap” guides users through their learning journey, making the experience friendly and engaging. The app uses a clean design system with clear visuals, intuitive navigation, and responsive layouts, so users can focus on learning without confusion.

Based on our research, LEAP is designed to make learning simple, fun, and motivating. The mascot “A-Leap” guides users through their learning journey, making the experience friendly and engaging. The app uses a clean design system with clear visuals, intuitive navigation, and responsive layouts, so users can focus on learning without confusion.

03

03

The Result

The Result

Then we wanted to see how real users would interact with it. Using Maze, we tested the app with 19 participants to understand their experience. The results were encouraging: users gave an average satisfaction rating of 4.2 out of 5, and the success rate was 76.2%. While 23.8% drop-off showed there’s room to improve, these insights help us refine the app even further. Seeing users engage positively with LEAP confirms that our design truly supports their learning journey and keeps them motivated to come back.

Then we wanted to see how real users would interact with it. Using Maze, we tested the app with 19 participants to understand their experience. The results were encouraging: users gave an average satisfaction rating of 4.2 out of 5, and the success rate was 76.2%. While 23.8% drop-off showed there’s room to improve, these insights help us refine the app even further. Seeing users engage positively with LEAP confirms that our design truly supports their learning journey and keeps them motivated to come back.

DONT THINK.

JUST MESSAGE ME.

DONT THINK. JUST MESSAGE ME.

DONT THINK.

JUST MESSAGE ME.

Tell me about your idea, your vision, or just say hi.

Tell me about your idea, your vision, or just say hi.

Tell me about your idea, your vision, or just say hi.

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