Quest Alliance

Lead & Designer

Delivered

Designing a research-backed learning app for 27,500+ Educators in the public sector

Social Impact (Non-profit)

Product Design

UI Design

Product Innovation

Quest Alliance

Lead & Designer

Delivered

Designing a research-backed learning app for 27,500+ Educators in the public sector

Social Impact (Non-profit)

Product Design

UI Design

Product Innovation

Intro to

Quest Alliance

Quest Alliance is a non-profit that partners with 3,350+ institutions to equip youth with 21st-century skills, reaching 1.9 million learners and 27,500 educators through education technology and capacity building.

Team and role

Research & Design

with Anisha Bijur (Lead), Tanvi Maisheri & Rishiraj Charan (Product Design) - Project with NOCT, India

Industry

Education, Non-Profit

Goal

To address low engagement and lack of meaningful learning on the existing Quest App, a static content library, we redesigned it into a structured, self-driven learning experience.

Solution

Grounded in research, the new app reimagined the content flow, user journeys, and interface to support educator motivation, agency, and real-world application with a fresh visual upgrade.

Impact

A validated MVP that reframed the product's core experience and is now part of the case Quest Alliance is making to funders for the next phase of the program.

Redesigning the Educator Experience of the Quest App from the Ground Up

Phase 1 research surfaced insights the existing app had no way to act on, and new program requirements made a full redesign of the educator experience necessary. We ran an agile process to build the first MVP to hold up to funders, and give Quest a foundation to iterate on.

Key Considerations

FOR USERS

Keeping educators in the forefront. The core tension was giving educators real agency over their own learning while still providing enough direction that the path didn't feel aimless.

Tech limitations. Designed for a wide range of tech literacy and low-bandwidth conditions, leaning on interaction patterns educators already knew from apps like YouTube and WhatsApp.

FOR CLIENTS

Program needs. Quest's content had real depth that the product had to carry without complicating the learning experience and taking away agency.

Adaptability. Content and program needs would keep evolving after launch, so the structure had to flex for material that didn't exist yet without breaking what was already built.

Scale. Quest operates across the country with a large variation in the target audience behaviours and mental models. The learning goal remains the same, but pathways differ. The product needs to balance personlisation with ability to effectively and practically scale.

Designing the experience with the team, working with real end-user input

As Quest shaped new learning pathways and content, I worked closely with the Quest team to keep the app's UX aligned to the program's evolving goals.

Mid-fidelity wireframes were used as a thinking tool as much as a deliverable, giving us a shared surface to define content needs and shape user journeys before anything was locked.

We tested early prototypes with real educators to validate the core flows and content structure.

What worked:

  • Self-paced learning and goal-setting

  • Educators controlling their own learning journeys

  • Visual illustrations and personalization

What didn't:

  • Complex terminology and unclear copy

  • Disconnected recommendations

  • Confusing progress charts

Post-testing, I co-wrote the PRDs with the team to align design and content for the MVP, translating what testing surfaced into requirements Quest's content team could build against.

Final Solution

The New Quest App

A content library transformed into an engaging learning journey, designed to address exactly what research surfaced, so educators had a digital experience that genuinely supported them in building better learning environments in their own context.

Enabling educators to define and drive their own learning pathways.

Discovered Need

Educators engage more when their experience is acknowledged. They prefer self-directed learning, not being “taught to.”

Designed Solution

A baseline test personalized learning paths, empowering educators to guide their own journeys with minimal Quest support.

Sustaining engagement through a simplified, self-paced journey.

Discovered Need

Educators needed a learning experience that respected their time and fit around already full schedules.

Designed Solution

A self-paced, guided path with progress tracking and skip logic, keeping educators motivated, in control, and focused on what mattered to them.

Building a dynamic learning experience with varied content formats.

Discovered Need

Educators needed content that stayed engaging and manageable enough to prevent fatigue and sustain learning past the formal training window.

Designed Solution

Interactive lesson formats, stories, cards, videos, and quizzes, to ease cognitive load and keep motivation up across a full learning path.

Supporting real classroom application through hands-on practice

Discovered Need

Educators struggled to carry what they learned into their actual classrooms, with no built-in space for reflection, which limited how much of the training actually stuck.

Designed Solution

Activity and reflection modules built into the journey, giving educators a place to practice, document, and reflect on their teaching so the learning reinforced itself in the real world.

Design and illustration systems

UI and illustration style built for approachability

The visual language had to feel engaging and genuinely appropriate for adult learners, familiar without slipping into generic. Working closely with Adithi on the illustration direction, we shaped a style that stayed aligned with the product's tone and reinforced the ideas each screen was carrying.
The result, a clean, geometric vector style with expressive human elements, balanced professionalism with enough warmth to feel non-intimidating.

Laying the foundation of a design system

This MVP was built to be handed forward, not just shipped once. Design teams, LxD consultants, testing teams, and Quest's product and program verticals will all build on it going forward.
I structured the files and built a component library specifically so that handover, and the design system it points toward, would be fast to pick up and consistent to extend.

Reflections

Where this stands, and what's next

The redesigned Quest App and its MVP align content, user flows, and visuals with the educator needs research surfaced, on a foundation built to scale. It transformed a static resource library into an intuitive, guided learning experience with real contextual application, validated design decisions through direct testing with educators, and gave Quest a scalable design system for consistent UI/UX across future updates.

Got a product to build, website to design, or problem to untangle? Let's talk.

nahatasukriti@gmail.com

Linkedin

Download Resume

Open for Projects

Remote, India

Got a product to build, website to design, or problem to untangle? Let's talk.

nahatasukriti@gmail.com

Linkedin

Download Resume

Open for Projects

Remote, India