Playwise | A brand new way of learning

Overview

Playwise is a teaching and learning management system designed to make classrooms more interactive, engaging, and playful. It’s built around the Read-Watch-Play pedagogy by Dr. Caro Williams-Pierce, encouraging students to observe expert content (Read), engage with key texts (Watch), and apply knowledge through low-stakes, hands-on activities (Play). This approach promotes immediate feedback and joyful experimentation. The platform supports easy course design, quick content updates, and intuitive navigation through color-coded assignments.

Developed as a capstone project at the University of Maryland with support from Professor Stacy Surla and the iConsultancy, the system was shaped by a student-led team across five design sprints. Playwise embodies the principles of “loud, gleeful learning” and failure as feedback, offering a flexible mobile and web experience that enhances both teaching and learning.

Categories

UX Design

Brand Identity

Project Management

Date

May 2025

Collaboration

Samarth Ashwathanarayana, Sanjay Kumar Balaji, Amarya Kaipa, Yabing Yang

Client

Dr. Caro William-Pierce and team, University of Maryland

My Role & Impact

My Role

  • UX Designer: led design system, high-fidelity prototypes, flows, mockups

  • Branding: created typography, color palette, and visual identity

  • Researcher: usability testing, focus groups, competitor analysis

  • Project Manager (Sprint 3): managed the transition from research to design — a challenging phase balancing insights with execution, aligning the team, and keeping us on schedule.

Impact

  • Delivered a cohesive student + instructor platform with 7 end-to-end flows

  • Validated usability through focus groups and testing with instructors/students

  • Established a scalable design system ensuring visual and interaction consistency

  • Helped translate a pedagogy into a digital-first experience that supports playful learning

Introduction

The Problem

Existing learning platforms don’t support playful, low-stakes experimentation. They:

  • Prioritize rigid structure over dynamic learning

  • Lack intuitive, lightweight flows

  • Create high cognitive load for both students and instructors

The Solution: Playwise

A platform built for Read, Watch, Play learning:

  • Students get a low-friction way to manage assignments and feedback

  • Instructors get a streamlined dashboard and tools to design flexible modules

Final Figma Prototype

Student POV - Mobile view

Instructor POV - Web view

The Project Journey

Step 1: Research & Discovery (Sprints 1–2)

  • Contextual interviews with students + instructors

  • Affinity mapping, personas, empathy maps

  • Journey maps showing breakdown points in current LMS

  • Heuristic evaluation of Canvas & ELMS

  • Outcome: Defined pain points (rigid grading, cognitive overload, lack of accountability)

Step 2: Defining Flows & Requirements (Sprint 3 – My PM Role)

  • Facilitated roadmap & requirements mapping

  • Built information architecture and flow lists

  • Led weekly progress check-ins, bi-weekly client meetings

  • Balanced divergent research insights with delivery scope

  • Outcome: Finalized core flows for both student (mobile) and instructor (web) sides

Step 3: Branding & Visual Identity (Sprint 4)

  • Moodboards, color palette, typeface selection

  • Logo design and brand workshop with client

  • Established visual language for Read/Watch/Play pedagogy (color-coded, playful, accessible)

  • Outcome: A brand system + guidelines handed off to design team

Step 4: Prototyping (Sprints 4–5)

Student Mobile (4 flows)

  1. Student Journey (calendar, courses, resources)

  2. Assignment Lifecycle (view, attempt, extend, comment, review)

  3. Feedback & Grading (rubrics, inline comments, resubmission)

  4. Group Assignments (create/join groups, collaborate, submit)

Instructor Web (3 flows)

  1. Dashboard & Course Overview

  2. Assignment & Course Setup (modules, grading presets, announcements)

  3. Creating & Managing Assignments (Read–Watch–Play tasks with rubrics)

  • Built low-fi → mid-fi → high-fi prototypes in Figma

  • Iterated weekly based on client feedback & peer presentations

Step 5: Validation & Delivery (Sprint 5)

  • User testing with instructors & students (both RWP and non-RWP)

  • Iteration on navigation clarity, grading visibility, and feedback loops

  • Finalized high-fidelity student + instructor prototypes

  • Delivered Playwise Design System + component library for handoff

Playwise | A brand new way of learning

Overview

Playwise is a teaching and learning management system designed to make classrooms more interactive, engaging, and playful. It’s built around the Read-Watch-Play pedagogy by Dr. Caro Williams-Pierce, encouraging students to observe expert content (Read), engage with key texts (Watch), and apply knowledge through low-stakes, hands-on activities (Play). This approach promotes immediate feedback and joyful experimentation. The platform supports easy course design, quick content updates, and intuitive navigation through color-coded assignments.

Developed as a capstone project at the University of Maryland with support from Professor Stacy Surla and the iConsultancy, the system was shaped by a student-led team across five design sprints. Playwise embodies the principles of “loud, gleeful learning” and failure as feedback, offering a flexible mobile and web experience that enhances both teaching and learning.

Categories

UX Design

Brand Identity

Project Management

Date

May 2025

Collaboration

Samarth Ashwathanarayana, Sanjay Kumar Balaji, Amarya Kaipa, Yabing Yang

Client

Dr. Caro William-Pierce and team, University of Maryland

My Role & Impact

My Role

  • UX Designer: led design system, high-fidelity prototypes, flows, mockups

  • Branding: created typography, color palette, and visual identity

  • Researcher: usability testing, focus groups, competitor analysis

  • Project Manager (Sprint 3): managed the transition from research to design — a challenging phase balancing insights with execution, aligning the team, and keeping us on schedule.

Impact

  • Delivered a cohesive student + instructor platform with 7 end-to-end flows

  • Validated usability through focus groups and testing with instructors/students

  • Established a scalable design system ensuring visual and interaction consistency

  • Helped translate a pedagogy into a digital-first experience that supports playful learning

Introduction

The Problem

Existing learning platforms don’t support playful, low-stakes experimentation. They:

  • Prioritize rigid structure over dynamic learning

  • Lack intuitive, lightweight flows

  • Create high cognitive load for both students and instructors

The Solution: Playwise

A platform built for Read, Watch, Play learning:

  • Students get a low-friction way to manage assignments and feedback

  • Instructors get a streamlined dashboard and tools to design flexible modules

Final Figma Prototype

Student POV - Mobile view

Instructor POV - Web view

The Project Journey

Step 1: Research & Discovery (Sprints 1–2)

  • Contextual interviews with students + instructors

  • Affinity mapping, personas, empathy maps

  • Journey maps showing breakdown points in current LMS

  • Heuristic evaluation of Canvas & ELMS

  • Outcome: Defined pain points (rigid grading, cognitive overload, lack of accountability)

Step 2: Defining Flows & Requirements (Sprint 3 – My PM Role)

  • Facilitated roadmap & requirements mapping

  • Built information architecture and flow lists

  • Led weekly progress check-ins, bi-weekly client meetings

  • Balanced divergent research insights with delivery scope

  • Outcome: Finalized core flows for both student (mobile) and instructor (web) sides

Step 3: Branding & Visual Identity (Sprint 4)

  • Moodboards, color palette, typeface selection

  • Logo design and brand workshop with client

  • Established visual language for Read/Watch/Play pedagogy (color-coded, playful, accessible)

  • Outcome: A brand system + guidelines handed off to design team

Step 4: Prototyping (Sprints 4–5)

Student Mobile (4 flows)

  1. Student Journey (calendar, courses, resources)

  2. Assignment Lifecycle (view, attempt, extend, comment, review)

  3. Feedback & Grading (rubrics, inline comments, resubmission)

  4. Group Assignments (create/join groups, collaborate, submit)

Instructor Web (3 flows)

  1. Dashboard & Course Overview

  2. Assignment & Course Setup (modules, grading presets, announcements)

  3. Creating & Managing Assignments (Read–Watch–Play tasks with rubrics)

  • Built low-fi → mid-fi → high-fi prototypes in Figma

  • Iterated weekly based on client feedback & peer presentations

Step 5: Validation & Delivery (Sprint 5)

  • User testing with instructors & students (both RWP and non-RWP)

  • Iteration on navigation clarity, grading visibility, and feedback loops

  • Finalized high-fidelity student + instructor prototypes

  • Delivered Playwise Design System + component library for handoff

Playwise | A brand new way of learning

Overview

Playwise is a teaching and learning management system designed to make classrooms more interactive, engaging, and playful. It’s built around the Read-Watch-Play pedagogy by Dr. Caro Williams-Pierce, encouraging students to observe expert content (Read), engage with key texts (Watch), and apply knowledge through low-stakes, hands-on activities (Play). This approach promotes immediate feedback and joyful experimentation. The platform supports easy course design, quick content updates, and intuitive navigation through color-coded assignments.

Developed as a capstone project at the University of Maryland with support from Professor Stacy Surla and the iConsultancy, the system was shaped by a student-led team across five design sprints. Playwise embodies the principles of “loud, gleeful learning” and failure as feedback, offering a flexible mobile and web experience that enhances both teaching and learning.

Categories

UX Design

Brand Identity

Project Management

Date

May 2025

Collaboration

Samarth Ashwathanarayana, Sanjay Kumar Balaji, Amarya Kaipa, Yabing Yang

Client

Dr. Caro William-Pierce and team, University of Maryland

My Role & Impact

My Role

  • UX Designer: led design system, high-fidelity prototypes, flows, mockups

  • Branding: created typography, color palette, and visual identity

  • Researcher: usability testing, focus groups, competitor analysis

  • Project Manager (Sprint 3): managed the transition from research to design — a challenging phase balancing insights with execution, aligning the team, and keeping us on schedule.

Impact

  • Delivered a cohesive student + instructor platform with 7 end-to-end flows

  • Validated usability through focus groups and testing with instructors/students

  • Established a scalable design system ensuring visual and interaction consistency

  • Helped translate a pedagogy into a digital-first experience that supports playful learning

Introduction

The Problem

Existing learning platforms don’t support playful, low-stakes experimentation. They:

  • Prioritize rigid structure over dynamic learning

  • Lack intuitive, lightweight flows

  • Create high cognitive load for both students and instructors

The Solution: Playwise

A platform built for Read, Watch, Play learning:

  • Students get a low-friction way to manage assignments and feedback

  • Instructors get a streamlined dashboard and tools to design flexible modules

Final Figma Prototype

Student POV - Mobile view

Instructor POV - Web view

The Project Journey

Step 1: Research & Discovery (Sprints 1–2)

  • Contextual interviews with students + instructors

  • Affinity mapping, personas, empathy maps

  • Journey maps showing breakdown points in current LMS

  • Heuristic evaluation of Canvas & ELMS

  • Outcome: Defined pain points (rigid grading, cognitive overload, lack of accountability)

Step 2: Defining Flows & Requirements (Sprint 3 – My PM Role)

  • Facilitated roadmap & requirements mapping

  • Built information architecture and flow lists

  • Led weekly progress check-ins, bi-weekly client meetings

  • Balanced divergent research insights with delivery scope

  • Outcome: Finalized core flows for both student (mobile) and instructor (web) sides

Step 3: Branding & Visual Identity (Sprint 4)

  • Moodboards, color palette, typeface selection

  • Logo design and brand workshop with client

  • Established visual language for Read/Watch/Play pedagogy (color-coded, playful, accessible)

  • Outcome: A brand system + guidelines handed off to design team

Step 4: Prototyping (Sprints 4–5)

Student Mobile (4 flows)

  1. Student Journey (calendar, courses, resources)

  2. Assignment Lifecycle (view, attempt, extend, comment, review)

  3. Feedback & Grading (rubrics, inline comments, resubmission)

  4. Group Assignments (create/join groups, collaborate, submit)

Instructor Web (3 flows)

  1. Dashboard & Course Overview

  2. Assignment & Course Setup (modules, grading presets, announcements)

  3. Creating & Managing Assignments (Read–Watch–Play tasks with rubrics)

  • Built low-fi → mid-fi → high-fi prototypes in Figma

  • Iterated weekly based on client feedback & peer presentations

Step 5: Validation & Delivery (Sprint 5)

  • User testing with instructors & students (both RWP and non-RWP)

  • Iteration on navigation clarity, grading visibility, and feedback loops

  • Finalized high-fidelity student + instructor prototypes

  • Delivered Playwise Design System + component library for handoff