Adeptly is a learning games platform that tracks, assess and change learner behaviour.

Turning a learning development platform into a self-service software.

Context

Adeptly is a learning development platform used by business-to-business corporates to train, assess, and change learner behaviour. The company’s product is a game-creation platform that allows its creators to design and build games based on a decision tree model, then distribute that game to learners.

Adeptly approached UserActive because they needed help to improve their user acquisition and make it possible for new users to benefit from a great self-service experience.

Goal

At UserActive we've decided to address these challenges by:

  • Improving the overall self-service capability of the product.

  • Reducing the friction between customer signup and learning.

  • Provide clarity to the creators about their premium options, including a clear user journey for upgrades.

Besides these three main goals, we also made some improvements on the Analytics and Settings page.

Onboarding

To welcome first time users into Adeptly, it was important for us to highlight the main features of the product and provide some guidance. This way we would be able to show right away the value of the product and set up the user expectations.

We've also suggested the creation of a walkthrough flow with some context about how to navigate the software, and how to perform the most important tasks. This would also help to reduce the friction for new users when creating their first game.

Dashboard

The dashboard was also redesigned with the goal to provide a better organisation for the games created. We created a set of features on this area to make it easier for user to manage and access all the projects. These included the ability to group projects, creation of folders, list or grid views, filter or search projects and the display of main metrics on each project thumbnail.

Upgrade Flow

The first step to prompt users to upgrade their current plan, was to create a contextual paywall in areas that have usage restrictions.

In the example bellow, the user had a limit of players he could invite.

If they wish to engage with this upgrade flow, they would be provided with context about their current plan and their usage. This helps them to compare and contrast in relation to what's included with other plans.

Analytics

To better monitor the games effectiveness and the players' success, we've decided to break analytics down into different screens and provide a more granular detail over the data.

Settings

On the settings page we've followed the same approach as in the Analytics and created categories to make this section more logical and intuitive.

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