Playablo: Enabling learning through gamification

Playablo: Enabling learning through gamification

User Experience Design, Productisation

Android, iOS, Responsive Web

Playablo is a comprehensive gamification platform intended to compliment school learning. The platform aligns to syllabus of education boards thereby providing learning focused on students’ academic growth, with competition that is global. Founded by people with deep knowledge in education and technology; and with impetus from Think Design, the platform was built with the right foundations.

Stakeholder workshop and research

Stakeholder workshop was kicked off to understand the proposition, clarify vision, empathise with users, chart journey maps and create alignment across Business, Design and Technology teams. Workshop was followed up with desktop research for creating reward system.


Intersection of gamification (play) and learning (curriculum) paved way to a new kind if interaction concept. Unlike other game applications, Playablo required out-of-the box thinking that led to multiple ways of answering questions; essentially influenced by answer types that existed in board curriculum.

Wireframes, Storyboards and Flows

Key to the entire design proposition was the breadth Playablo offered in terms of User types, Reporting & Analytics, Review, Goal accomplishment, Competition and Game play itself. This called for simplification of usage by way of achieving intuitable Flows.

At every stage, the Design team took stock of what could be innovative at the cost of being intuitive or vice-versa. There was a constant re-alignment to the larger vision while wanting differentiation. This very dichotomy gave birth to a new kind of app… that is exciting for its primary users (students) to use & at the same time, serious enough for decision makers & secondary users (parents).

Visual language and design

Visual language was established by three intersecting dimensions. First dimension being the palette as required by the Brand: Fundamental color palette came from the identity. Second dimension was influenced by the primary user profile, the school student: Being a app used commonly by boys and girls, it was consciously kept unisex in appeal. Third dimension came from the belongingness to domain: The app being complimentary to school curriculum, we picked colors and styling from modern text books.

Work activities:

UX Strategy and Design, Research and User validation, Visual Branding, Product Website, Communication Design, Demo videos.

Current Status

The current version of the app in Playstore has 10K + Downloads. The app supports CBSE curriculum and currently covers math syllabus. The app received excellent reviews from parents and academia alike; and will soon be available across other platforms.