KJ.

Product Design Case Study · EdTech · LMS Platform

Azvasa LMS — architecting concept-based learning across three roles

A concept-based Learning Management System for private-sector schools, architected grade by grade and subject by subject for students, teachers and admins — using Herbert Simon's seven-stage design process, and rebuilt screen for screen across mobile and web.

Product Design Herbert Simon's 7 Stages Design Systems Figma
Role
Product Designer (End-to-End)
Domain
EdTech · K–12 Private Schools
Duration
7 months, zero to production
User Roles
Student, Teacher, Admin
Platform
Mobile App + Web
Tools
Figma, design system

01 — Product Overview

A learning platform built around concepts, not memorisation

Azvasa is a concept-based Learning Management System built for private-sector schools. Instead of testing students on recall, it organises every subject into its underlying concepts and asks concept-oriented questions designed to build real understanding — mapped to each school's curriculum, grade by grade.

The platform serves three roles — students working through curriculum and concept quizzes, teachers managing classes and tracking performance, and admins overseeing the school — and ships as both a downloadable mobile app and a full desktop web application.

3
User roles designed for
7 mo
Zero to production
15+
Student personas synthesised
10+
Teacher personas researched

02 — Role: Product Designer

One product designer, end to end — design, architecture and testing

On Azvasa, I worked as the product designer — and that meant owning the full arc, not just screens: product design, application architecture, and testing, end to end. That included architecting how a curriculum actually gets represented in software — every grade, every subject, every concept, and how a student's progress through them gets measured, marked and reported.

Concept Architecture

Structured every grade and subject into concept trees — the individual ideas a student needs to master, and how they connect to and build on one another.

Marks & Assessment System

Designed the mark sheet and marking system end to end — how a concept quiz score rolls up into a chapter grade, and a chapter grade into a subject report.

Course Architecture

Architected how courses and course programs are structured and sequenced, so schools could configure their own curriculum without breaking the underlying model.

Cross-Device Architecture

Took the same architecture — concept trees, examinations, mark sheets — and rebuilt it for the mobile app, so every role has a consistent experience on any device.

Concept Trees Mark Sheets & Marking System Course Programs Cross-Device Architecture Herbert Simon's 7 Stages

03 — Problem Statement

Students needed to understand a lesson's roots, not just its answer

The problem statement was direct: provide concept-based learning that helps a student understand a particular lesson and the roots behind it — not just get the surface-level answer right. Private schools had curriculum content and question banks, but no structured way to teach or test the underlying concept a lesson was actually built on.

Standard multiple-choice testing rewarded memorisation over understanding, gave students no visible sense of progress, and gave teachers no early signal of who was falling behind on a specific concept — only a subject.

"Students don't disengage because the content is hard — they disengage because they can't see any progress. The motivation layer isn't a nice-to-have; it's load-bearing."

— Research Insight, Azvasa

Concept-based learning Understanding lesson roots Recall over understanding No concept-level visibility

04 — Users: Three Roles

One platform, three very different jobs to do

Before any wireframe, structured research ran across all three roles — 15 students across different grade levels, 10 teachers across subjects, and school admin stakeholders — to understand how each group experiences learning, assessment and school management.

Students — 15 personas synthesised

Want to know exactly where they stand. Motivated by streaks, scores and visible progress. Disengage when content is passive or repetitive. Need quiz patterns that feel like a challenge, not a test.

Teachers — 10 personas synthesised

Need to release quizzes and chapters on schedule. Want to compare section performance at a glance. Frustrated by manual attendance and progress tracking. Need to see who is struggling before it's too late.

School Admin

Needs institution-wide visibility, not per-class detail. Wants to monitor teacher training completion. Manages the syllabus, academic calendar and policies. Requires audit-ready reports on engagement and scores.

05 — Design Process: Why Herbert Simon's Seven Stages

Because the real work was defining a concept, not a screen

Azvasa's core challenge wasn't visual design — it was defining what a "concept" is inside a curriculum, and whether a good way to teach and test it already existed anywhere in the market. Herbert Simon's seven-stage design process fit that problem directly: it starts by defining the thing you're designing before you touch a solution, and only converges on components once you know they're both meaningful and available.

01
Define
Defined concept learning itself — what a "concept" means for a given grade and subject, and what mastering it should look like.
02
Research
Researched whether concept-oriented teaching and testing for that subject already existed in the market, and how.
03
Ideate
Ideated how each concept should be presented to a student — as a quiz type, a concept tree, or a guided exercise.
04
Prototype
Built prototypes of the concept and its interaction pattern in Figma, for both mobile and web.
05
Choose
Chose the final components based on the concept itself and what was realistically available to build.
06
Implement
Implemented the chosen components into the shared design system, ready for engineering handoff.
07
Learn
Watched whether students actually learned from it — closing the loop back into the next concept's definition.

06 — Application Architecture

Three flow architectures, one application

I defined the application architecture end to end — broken into three flow architectures that had to work together: a student functional flow architecture covering how a student moves through grade, subject and concept; a concepts architecture defining how each concept tree is structured and surfaced; and an admin & teacher review flow architecture covering how content gets approved, released and reported on.

Grade → Subject → Concept Tree → Quiz → Mark Sheet, the core data model behind every role in the platform

Student Functional Flow Architecture

How a student moves end to end — from grade and subject selection, into a concept, through a quiz, and out to a visible result on their mark sheet.

Concepts Architecture

How each subject's concept tree is structured — the individual concepts a student needs to master, and how they connect to and build on one another.

Admin & Teacher Review Flow Architecture

How teachers release chapters and quizzes, review section performance, and how admins approve and monitor it all at an institution-wide level.

Design Principles Applied

One concept, one clear entry point. Progress always visible. Marks traceable back to the concept that earned them, not just a final score.

Student Functional Flow Architecture Concepts Architecture Admin & Teacher Review Flow Architecture Mark Sheets & Marking System Courses & Course Programs

07 — Design Decisions

The interactions that made the difference

Concept-based quiz types

Beyond standard MCQs — drag-and-drop match-the-following, fill-in-the-blank, and image-based questions, built to test understanding rather than recognition.

Motivation layer

Streak tracking, animated score reveals, grade badges and leaderboard positions built directly into the student experience as structural elements, not add-ons.

Question navigation dots

A persistent question map at the bottom of every quiz — colour-coded attempted vs. unattempted — so students always know where they are and can jump between questions freely.

Teacher analytics at a glance

Chapters-vs-completed, quizzes-released-vs-taken, and section comparison charts in a single dashboard view, so teachers spot which class needs attention without drilling in.

Drag-and-Drop Quiz UX Streak & Motivation System Question Map Navigator Role-Based Dashboards

08 — Cross-Device Architecture

The same architecture, rebuilt for every screen

Once the web application's concept trees, examinations and mark sheets were architected, the same structure had to work as a downloadable mobile app — the format most students and teachers actually reach for first.

Student quiz interface, teacher performance dashboard, and the login & onboarding entry point, rebuilt for mobile

Mobile App Architecture Examinations on Mobile Mark Sheets on Mobile Concept Trees on Mobile

09 — Usability Testing

Checking for missed paths, not just bugs

Testing focused on whether the happy path actually completed end to end for each role — that a student could finish a quiz without hitting a dead end, that a teacher could release a chapter without missing a step. Concept testing validated whether a question genuinely tested understanding of its concept, feasibility testing checked whether each concept and flow was realistic to build and maintain, and A/B testing compared competing presentations of the same concept to see which one students actually learned from.

Happy Path / Flow Completion Testing Concept Testing Feasibility Testing A/B Testing

10 — Outcomes & Impact

From zero to a production LMS across two platforms

Mobile app and web platform delivered

A complete mobile application shipped first, with the same architecture scaled into a full desktop web app — not a separate product.

Concept-based learning, not just MCQs

Drag-and-drop, matching, and image-based question types replaced flat multiple-choice testing across every subject.

Built-in motivation system

Streaks, score animations, grade badges and leaderboards woven into the core student experience, not bolted on.

Full mark sheet & course architecture

Grade, subject, concept tree, marking system and course programs unified into one consistent data model.

Delivered in 7 months, zero to production

From first domain research to a shipped mobile and web application, designed and architected end to end by a single product designer.

11 — Reflection

What architecting a curriculum taught me

Azvasa was my first full LMS build, and the hardest part was never the screens — it was defining what a "concept" is precisely enough that a marking system, a concept tree, and a quiz type could all agree on it. Herbert Simon's seven stages gave that definition work a process, instead of leaving it as a vague first meeting.

Rebuilding the same architecture for mobile after the web version already existed was the best forcing function on the project — every screen had to justify its place on a smaller canvas, which made the whole system more disciplined, not just the phone version of it.

The biggest lesson: motivation design isn't cosmetic. Streaks, scores and animations are the mechanism by which a student decides whether to come back tomorrow — getting that right mattered as much as any concept tree.

Define before you design Motivation is structural Mobile as a forcing function
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