Case Study — User Research & Product Design

Zero users. One product.
Two very different students to design for.

A product built from zero — no users, no blueprint — that grew to one million students. How Gajino moved from a feature-first content directory to a personal study workspace, built on direct research with the students who actually use it, for ages seven through eighteen.

Role
Director of Product Design
Timeline
2018 – 2020
Audience
K-12 Students & Parents
Platform
Android · iOS
01 — The Challenge

A directory of files, not a study space.

Gaj is Iran's leading educational publisher. Decades of physical exam books and classroom-based tests formed the backbone of their brand — and the challenge was to bring all of it into a single, scalable digital product. That meant absorbing an existing library of physical content, a set of smaller standalone digital tools, and two very different user types into one coherent experience. No existing users, no inherited patterns to lean on. Gajino was built from the ground up — and the original product suffered from a feature-first rather than user-first architecture. Students across twelve grades were forced into a single, complex navigation structure. The app felt like a file directory, not a personalized place to learn, and young users found it intimidating to navigate.

A playful learning environment designed for students preparing for school exams and national tests — not a dry LMS, but a desk students actually want to sit down at.
Impact at a Glance

From zero users at launch to one million — what changed once the desk replaced the directory.

1M+
Students using the platform
+25%
Usability test success rate
+18%
Discovery-to-study task success
-40%
Steps to start a lesson
02 — How Students Actually Studied

Books, classes, tests, and notes — scattered across separate tools.

Gaj's physical exam books had structured how Iranian students studied for years. The task wasn't just to digitise a content library — it was to take that familiar structure, merge it with existing smaller digital tools, and make it feel natural to open on a phone rather than a desk. Before any redesign began, the team mapped how students actually studied. The components of learning existed, but in the digital space they were disconnected from one another, each living in its own silo.

Books
Video Classes
Tests
Notes
Results
↳ each step lived on a different screen, with no shared thread connecting them
03 — User Research with Students

Testing moved from office rooms to bookstores and study halls.

Early prototypes were tested directly with students to observe their real behavior and learning habits — not in a sterile lab, but in the places they actually studied, where natural behavior could surface.

Prototype usability testing
with students, ages 7–18
📍Sessions held in bookstores and study halls, not office labs
🎯Two age cohorts tested separately: 7–11 and 11–18
📓Behavior logged through observation notes and on-device recordings
🗣️Think-aloud protocol used to surface real, unprompted reactions
04 — The Age Gap

Two students, two completely different ways of discovering content.

The research surfaced a key discovery: primary-school students discover content visually — they don't read labels, they recognize icons and colors, and need constant feedback loops to stay engaged. High-school students discover content functionally — under real academic pressure, they need a deep-work environment with minimal distraction.

Ages 7–11
Discovery is Visual
Fast, icon-driven navigation over text labels
Short attention span — needs immediate, visible reward
Bright, high-contrast visuals strongly preferred
Constant "fun" feedback loops keep engagement alive
Ages 12–18
Discovery is Functional
More structured, content-focused navigation
Low tolerance for childish visuals or feature noise
Under real pressure — wants minimal distraction
Usage patterns closer to adult productivity tools

"Success comes from creating an interface that feels like a toy for a 7-year-old and a professional tool for a 17-year-old — within the same brand."

— Mobin M. Bahrami, Director of Product Design
Persona Cards

Designing for Mani and Sara, at the same time.

Two personas anchored every decision that followed — not as abstractions, but as a constant check against two real, conflicting sets of needs.

🧒

Mani

Age 9 · 3rd Grade · The Visual Learner
Motivation
Collect stars, earn points, and see colorful characters along the way.
Pain Points
Too much text on screen; gets lost in deep menus.
Design Response
Gamified onboarding, avatar-based profile, high-contrast visual cues.
🎓

Sara

Age 17 · 11th Grade · The Goal-Seeker
Motivation
Mastering specific subjects ahead of the national exam (Konkur).
Pain Points
Childish design, feature noise, and slow navigation.
Design Response
Minimalist "My Desk" view, dark mode, detailed performance analytics, quick access to practice tests.
05 — The "Desk" Epiphany

Students don't organize their study life in folders. They have a desk.

Through behavioral studies, the team realized students don't think in folders or categories — they think in terms of an active desk, where the books and notes they're currently using sit within reach. That desk became the entire interface's central design metaphor.

🗂️
Desk
📚
Books
🎬
Lessons
✏️
Exercises
📝
Tests
📊
Results
The interface was inspired by the familiar mental model of a student's physical study desk — the same place they already know how to organize.
06 — The Solution

From content library to personal workspace.

The entire UX pivoted from a content library to a personal workspace. Onboarding now starts with an avatar choice that sets the app's tone for that age group. The Digital Desk became a customizable home screen where students pin their active courses — cutting the steps to start a lesson by 40%. Every book on the desk integrates its textbook, tutoring videos, and self-assessment quizzes into one continuous flow, with bite-sized, progress-driven quizzes that turn into instant infographics.

Choose Subject
Study Lesson
Watch Video
Take Practice Test
Review Results
The learning flow was simplified to reduce cognitive load — one continuous path, instead of five disconnected destinations.
Progress & Motivation

A visible reason to come back tomorrow.

Progress indicators and rewards helped maintain student motivation — small, frequent signals of advancement that made the desk feel alive between study sessions.

Stars
🏅
Points
📈
Rankings
Progress Bars
Parent Awareness

Built for the student, trusted by the parent.

Gajino wasn't designed for students alone — parents needed visibility into how their child was actually progressing, without becoming a layer of surveillance the student resented.

Student Activity
Progress Tracking
Parent Notification
07 — Measured Impact

From feature directory to market-leading study space.

The redesign led to measurable improvements in both usability and engagement. Starting from zero users, the product grew to over one million — helping solidify Gajino's position as the most user-centric educational product in the Iranian market, and proving that a scalable design system could hold two radically different personas within a single, coherent product.

+25%
Usability test success rate
+18%
Task success rate (discovery-to-study)
-40%
Steps to start a lesson
1M+
Students reached nationwide
Download on Google Play Gajino — available for Android
Conclusion

A toy for a 7-year-old. A tool for a 17-year-old. One brand.

Designing for education means balancing two masters at once: the student, who is the user, and the parent, who is the customer. Gajino started with no users, no inherited product, and no template for holding two radically different personas inside one brand. The fact that it grew to one million students isn't just a business number — it's evidence that those two needs aren't in conflict. They just require an interface honest enough to change shape depending on who's sitting down at the desk.

"Gajino became one of the most recognized digital learning products for Iranian students."

— Mobin M. Bahrami

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