PRODUCT DESIGN CASE STUDY

Cymorg

Gamifying enterprise training solutions with

AI to improve organizational learning

ROLE

UX Designer

TIMELINE

12 Weeks

PLATFORM

Web Experiences

RECOGNITION 🏆

01 · OVERVIEW

From generic to gamified

Context

  • Cymorg offers a white-label, AI-powered enterprise learning platform designed to transform professional development across large organisations.

  • The platform aims to address outdated training modules and low learner engagement by creating immersive, intuitive, and engaging training experiences.

Goal

  • Our mission was to redesign Cymorg’s enterprise training experience to make complex learning journeys intuitive and engaging for a diverse range of users.

My role

  • End-to-end research and analysis

  • Mapping the complete architecture of the platform

  • Creating wireframes and translating the UI into them

02 · THE PROBLEM

No affordable, scalable solution exists for enterprise-scale training

  • Despite the revolutionary changes in the global work landscape, training methods have remained somewhat outdated and generic.

  • The existing programs fail to provide engaging experiences, resulting in a lack of long-term impact on individuals.

  • The need for more innovative and personalized training approaches has become apparent in today's dynamic work environment.

Design response

  • Avatar-Based Learning Simulations: Enabled experiential training and behavioral insights through engaging, avatar-driven scenarios.

  • UX & Interaction Redesign: Simplified complex training journeys into intuitive, gamified task flows.

  • Visual & UI Design: A human-centric, immersive interface made enterprise learning more approachable and interactive.

The Design Hypothesis: Making training feel like a game, not a lecture, will drive deeper engagement and retention.

The Design Process

The research questionnaire

The team interviewed a total of 6 users and drew insights and design ideas from the responses recorded.

The responses

Overall IA for the platform

Snippets of heuristics analysis of existing platform

The Wireframes

Interesting design components

Some Key Screens with final UI

05 · LEARNINGS

The challenges faced

The challenges faced

Designing for a Global Audience

  • Revamped the entire experience for global users — learning to balance cultural, behavioral, and regional nuances within a single design system.

Racing Against Time

  • Delivered the complete redesign in 3 months, without compromising quality, reinforcing the value of tight scoping and fast iteration.

Bridging Domain Gaps

  • Navigated a complex, unfamiliar domain by aligning user needs with SME input, deepening our ability to translate expert knowledge into intuitive design.

Designing for a Global Audience

  • Revamped the entire experience for global users — learning to balance cultural, behavioral, and regional nuances within a single design system.

Racing Against Time

  • Delivered the complete redesign in 3 months, without compromising quality, reinforcing the value of tight scoping and fast iteration.

Bridging Domain Gaps

  • Navigated a complex, unfamiliar domain by aligning user needs with SME input, deepening our ability to translate expert knowledge into intuitive design.

04 · IMPACT

Intuitive by design. Engaging by nature. Scalable by default

Immersive Learning Platform

by transforming traditional training into engaging, interactive journeys.

Tailored Learning Pathways

for diverse employee roles that adapt to individual skill gaps.

Improved Learner Engagement

with human-centric and gamified UX patterns.

Globally Adaptable Design

by balancing enterprise complexity with user ease of use.

FIN

That’s the case. Want another one?

That’s the case. Want another one?