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 self-directed concept study grounded in my years as a design engineer at LearnUpon. Pathlight itself is invented and NDA-safe; the engagement problems and the design reasoning come from that domain. I designed and built every screen here in code.
Your progress
3 of 7 required courses done
1 overdue1 due soon
Everything below is mock data, course names, learner names, points and counts. The design and reasoning are real.
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 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 and badges
Outcome
Figures below are illustrative, the mechanism and direction are real; the exact numbers are reconstructed, not measured.
- Urgency first. Surfacing overdue and due-soon courses at the top, with color, should move on-time completion up versus a flat list where everything looks equal.
- Reward in the daily view. Folding points, streak, and new badges into home should drive far more interaction with achievements than a buried tab ever did.
- Opt-in over opt-out. A majority choosing to appear on a team leaderboard when it is their choice would suggest the ranking can motivate without being forced on anyone.
- Sequence and recommendations after 100%. Courses inside a structured path should complete at a higher rate than the same courses assigned ad-hoc, and optional recommendations should keep engagement alive once the required list is clear.
What I’d still improve: test whether streaks create unhealthy pressure to log in daily. The line between “habit” and “anxiety” is thin; 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.