Case study
Pathlight · Learner Dashboard & Engagement
Turning a flat list of assigned training into a glanceable home that surfaces urgency, progress, and reward at once, with a gamification layer that motivates without manipulating.
A personal case study grounded in my years as a design engineer at LearnUpon, an enterprise LMS. The Pathlight product is invented and NDA-safe, but the gamification and learner-engagement problems — and the design reasoning — come from real domain work. I designed and built every screen here in code.
Your progress
3 of 7 required courses done
1 overdue1 due soon
Pathlight is a fictional LMS made for this case study — but it’s grounded in real work. I spent several years as a design engineer at LearnUpon, an enterprise LMS, so this study builds on learner-engagement problems in a domain I know from the inside. The product name, UI, and data here are invented and generalized; the design reasoning is the real part.
The problem
Learners logging into their training portal saw a flat list of assigned courses. Every item carried the same visual weight — a course due tomorrow looked identical to one due next quarter — with no sense of progress and no connection to the points and badges system, which lived under a separate Achievements tab almost nobody opened.
Nothing here answers the two questions a learner actually has: what needs my attention now, and am I getting anywhere. Overdue looked like optional; finishing a course felt like no different from starting one.
The core problem: how do you make someone want to keep learning — not just track that they’re compliant — by surfacing urgency, progress, and achievement in one glanceable view, without the reward system feeling bolted on or, worse, manipulative.
Options explored
I ran at the homepage three times. Each one taught me something about where the line between motivating and manipulative actually sits.
Iteration 1 — Leaderboard-first. Put the ranking front and center as the primary view.
home — leaderboard as the main view
Leaderboard
Assigned courses
Why it didn’t work: motivating for the handful of people near the top, quietly demoralizing for everyone else who gets a low rank the moment they log in. Worse, it buried the one genuinely urgent thing — overdue courses — under a ranking most people don’t care about.
Iteration 2 — Progress ring, gamification hidden. A personal completion ring and a due-date-sorted list; badges and points stayed in their own tab.
home — progress ring, rewards still hidden
Your progress
Up next
Why it didn’t work: this fixed urgency and progress clarity, but earning something never showed up in the moment it happened — it was still a separate tab you had to go find. The reward system went from confusing to simply irrelevant.
Iteration 3 — Personal-first, weekly strip, opt-in leaderboard. Fold points, streak, and newest badge into the daily view as a compact strip; make the leaderboard team-scoped and opt-in rather than a public, forced ranking.
home — personal-first with a reward stripchosen
Progress + reward strip
Up next
This week
Why it stuck: the things a learner needs daily — what’s due, how far along they are, what they just earned — live together on the home screen. Ranking becomes something you opt into, not something done to you.
Final design
Five screens carry the experience, in the order a learner meets them: first the two learning surfaces — the daily home and a guided path — then the reward layer — achievements and an opt-in leaderboard — and finally the all-caught-up state that closes the loop.
1 · The learner home. A completion ring answers “am I getting anywhere,” an Up next list sorts by due date with overdue / due-soon / on-track pills so attention goes to the right place, and a weekly strip shows points earned and surfaces a badge the moment it’s unlocked — reward in context, not in a drawer.
Your progress
3 of 7 required courses done
1 overdue1 due soon
2 · The learning path. The home list is deliberately unordered — everything currently assigned, tackled in any order. But some learning is a sequence, where later steps build on earlier ones (onboarding, a role transition, a certification track). That gets its own roadmap/stepper pattern instead of a flat list — conflating the two would bury the sequencing that makes a path meaningful in the first place.
- Foundations of Management
- Giving Effective Feedback
- Coaching & One-on-Ones
- Building Trust in Teams
- Managing Team Performance
- Difficult ConversationsResume
- Delegation & Prioritization
- Leading Through Change
3 · The achievements screen. Home and path cover what to do next; the reward layer covers why keep going. Level progress sits up top (with points-to-next-level made explicit), then a badge grid shows earned and locked side by side — locked badges are visible and named, so they read as a goal to reach rather than a hidden system.
4 · The leaderboard — team-scoped and opt-in. The reward layer then extends into something social, but carefully: ranking is limited to your team, and a visible “show my rank to teammates” toggle is honest about being optional — turn it off and you still earn everything, you just don’t appear in the ranking.
Optional. Turn this off any time and you'll still earn points and badges — you just won't appear in the team ranking.
The central tension, stated plainly: gamification is easy to make manipulative or demoralizing. The resolution here was giving people control over their own visibility — an opt-in, team-scoped ranking with a plain-language toggle — rather than defaulting everyone into a public competition. Motivation you can decline is motivation you can trust.
5 · All caught up. Finally, this closes the loop on the original problem. The case study started with keeping people motivated toward required training — but the moment someone finishes everything mandatory, urgency, progress, and “what’s due” all stop applying. Instead of the experience going quiet, this state confirms the win and surfaces optional, role-relevant recommendations that still earn points and badges — so the reward layer is what sustains engagement once the requirement disappears.
Optional · still earns points & badges
Outcome
Measured against the previous flat-list dashboard over the first quarter after launch. Figures are illustrative of the direction of impact, not precise measurements.
- Urgency landed — surfacing overdue and due-soon courses at the top, with color, moved on-time completion up meaningfully versus the flat list where everything looked equal.
- Reward stopped hiding — folding points, streak, and new badges into the daily view drove far more interaction with achievements than the buried tab ever did.
- Opt-in beat opt-out — a majority chose to appear on the team leaderboard when it was their choice, which suggests the ranking motivated without being forced on anyone.
- Sequence and recommendations kept people going — courses taken inside a structured learning path completed at a higher rate than the same courses assigned ad-hoc, and a meaningful share of learners started an optional recommended course after clearing their required list — engagement that simply wasn’t there when the screen went blank at 100%.
What I’d still improve: test whether streaks create unhealthy pressure to log in daily — the line between “habit” and “anxiety” is thin, and I’d explore streak “freezes” or a weekly rather than daily cadence. And I’d rethink how this scales for compliance-mandatory courses, where “opting out” of urgency isn’t really an option — the honest-visibility principle gets harder when the deadline is a legal requirement, not a choice.
Your 5-day streak is safe
You missed yesterday, but a streak freeze covered it — you have2 freezes left this month.
I already prototyped the streak-freeze idea — a freeze quietly absorbs a missed day so a single slip doesn’t reset the count — which turns that first concern from a note in the margin into something concrete enough to put in front of learners and test.