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02 — Case Study

Decode DFC — A behavioural UX case study on learner momentum

Designing momentum before designing interfaces — a behavioural study of why self-paced learners quietly fall off, and what would keep them going.

Behavioural UXUX StrategyService DesignLearningResearchSystems Thinking
Project
Decode DFC
Role
UX Researcher · Strategist
Duration
14-Day Hackathon
Team
4 Designers · Multidisciplinary
Scope
Behavioural UX · Service Design
Status
Proposal Accepted · Implementation in Progress

02 — The Change

We were briefed to improve a learning experience. Research showed the content was fine and the rhythm wasn't — so we designed for learner momentum instead, and that reframe was accepted by the cohort leads.

Proposal accepted · Implementation in progress — outcomes not yet measured

Context — what this is

Decode DFC is a self-paced fellowship learning cohort (DFC = Design for Change). Learners work through modules on their own time over several weeks. The material was strong and joiners were motivated, yet consistency slipped away week after week.

Who it serves

Self-paced adult learners in a multi-week cohort, and the mentors who support them.

My role — what I owned

Team
Multidisciplinary hackathon team
Timeline
14-day sprint
I owned
Research plan and learner interviews · Synthesis and behavioural reframe · Design principles and intervention strategy · Information architecture and user flows
I collaborated on
Ideation · Storyboarding · Final proposal to cohort leads
Owned by others
Build and rollout of the interventions · Cohort operations

Key evidence

  • 14 learner interviews across active and inactive participants (roughly 22 hours of conversation, 60+ coded observations).
  • Method mix: interviews, a learner survey, behaviour observation, and secondary reading on habit formation.
  • Learners didn't drop out after a hard module — they quietly stopped starting, typically after week two.

03 — Research

What changed our understanding?

They didn't drop out. They quietly stopped starting.

Field interviews, learner surveys, behaviour observations, and secondary reading on habit formation. Every quote was mapped back to a decision — not a persona.

14

Learner interviews

4

Methods used

22h

Conversation time

60+

Coded observations

Voices from the cohort

“The first week felt exciting. By week three, opening the app started to feel like a task.”

Learner · Cohort 2

“I didn't know if I was behind or ahead. So I stopped opening it.”

Learner · Cohort 1

Research findings

Survey: how clear was the DFC roadmap outlining the entire learning journey
Roadmap Clarity Survey · 51 responses

Insight

Learners understood the program goals. What they couldn't see was what came next in their own journey.

Barriers takeaway

Competing responsibilities and unclear next steps consistently reduced weekly participation — long before content difficulty became the reason.

View research operations — interview plan & participant trackingSupporting artifact
Interview planning and participant tracking spreadsheet

Interview planning and participant tracking used during primary research.

Key Behavioural Insight

The problem wasn't poor content.
The problem was loss of momentum.

Motivation stayed high on day one. What eroded — quietly, week after week — was the small daily reason to return. Uncertainty grew. Confidence faded. Learners didn't quit; they simply stopped starting.

04 — Strategy

How did research influence our decisions?

We stopped designing features. We started designing motion.

Before recommending anything, we reframed the brief. Every principle below is traceable to a specific pattern in the research.

The reframe

How we got from research to recommendation

A traceable chain

01 · Research

14 interviews · surveys · behaviour observation

02 · Behaviour Pattern

Silent drop-off between weeks 2 and 4

03 · Root Cause

Loss of momentum — not loss of interest

04 · Design Principle

Design for Momentum · Reduce Uncertainty

05 · Recommendation

Strategic interventions, not more features

Design principles

Six principles to protect learner momentum.

01

Design for Momentum

Optimise for the choice to return, not the choice to start.

From research

Learners who felt daily motion kept going; the rest quietly stopped.

02

Reduce Uncertainty

Always answer 'where am I, and what's next?' — in one glance.

From research

'I didn't know if I was behind or ahead. So I stopped opening it.'

03

Celebrate Small Wins

Progress must be felt after every meaningful action, not only at the end.

From research

Modules that hid progress until completion had the sharpest drop-off.

04

Create Visible Progress

Show learners a rhythm they can recognise as their own.

From research

Behaviour clusters showed 'momentum keepers' relied on visible cues.

05

Support Reflection

Give learners a way to see their week — not just their tasks.

From research

Reflection moments were absent in every silent drop-off story.

06

Keep Learners Moving Forward

Every surface should hand off the next low-effort step.

From research

Learners who lost the 'next step' lost the week soon after.

The behavioural backbone

Momentum Model — the strategic backbone

A loop, not a funnel

01 · Cue

A tiny prompt tied to something the learner already does.

02 · Small Win

One action that finishes cleanly in under two minutes.

03 · Signal

A visible marker that yesterday counted toward today.

04 · Next Step

The obvious, low-effort thing to do tomorrow.

How the redesigned journey behaves

Every stage answers a question a learner was already asking.

Where am I?

Orientation replaces guesswork before daily actions begin.

What's next?

One low-effort next step is always visible — never a menu.

Did that count?

Reality Check moments surface progress the learner can feel.

View the working artifacts — ideation board & learner flowSupporting · synthesis and service design
Collaborative ideation board with sticky notes from four designers
Ideation board — four designers translating research into intervention concepts.
User flow diagram covering discovery through stage 4 completion
Learner flow — Discovery → Stage 4 → long-term impact, staged around momentum, not modules.

05 — Features

What changed because of those insights?

Four strategic interventions — not four features.

Each intervention traces back to a specific behaviour we observed, and forward to an outcome we can measure. Interface concepts stay supporting; the recommendation is the hero.

01 · Intervention

Implementation in Progress

Daily Cue

A single opening cue that names one small action, under two minutes.

Problem
Learners had no clear reason to open the app today.
Insight
Momentum lives in the day, not the week.
Expected impact
Learners feel a daily reason to return — not a weekly obligation.

02 · Intervention

Implementation in Progress

Micro-Wins

A visible win after every meaningful action, not only at the end.

Problem
Progress was invisible until a module was fully complete.
Insight
Learners quit when they can't feel forward motion.
Expected impact
Fewer silent drop-offs between weeks two and four.

03 · Intervention

Quiet Peer Signals

Replace public posts with structured, low-stakes signals of shared progress.

Problem
Open peer channels rewarded the already-confident and silenced the rest.
Insight
'Someone like me kept going' beats a highlight-reel post.
Expected impact
Lurkers convert into weekly, quiet participants.

04 · Intervention

Earned Nudges

Send only after a missed cue — one message, tied to what the learner already committed to.

Problem
Reminders were treated as noise, not care.
Insight
Contextual nudges outperform blanket notifications.
Expected impact
Higher open rate on the nudges that actually matter.

06 — Experience

How would learners experience those changes?

A cohort week, redesigned around returning.

No screens invented. Just the sequence of moments — cues, wins, signals — that a learner would move through if these recommendations went live.

Confusion → Confidence · emotion curve

Confusion

Week 1

Feels like

Motivated but unsure where the daily rhythm lives.

Design move

A single opening cue names the daily action, not the weekly goal.

Commitment

Week 2

Feels like

First real friction — life gets in the way of long sessions.

Design move

Micro-wins keep progress alive on the busy days.

Consistency

Weeks 3–4

Feels like

The critical window where silent slippers used to disappear.

Design move

Earned nudges + peer signals catch drift before it becomes a gap.

Confidence

Weeks 5–6

Feels like

The learner starts describing themselves as 'the kind of person who shows up'.

Design move

Momentum dashboard reflects identity back to them.

View the storyboard — 10 frames, Discovery to Long-term ImpactSupporting artifact
Hand-drawn storyboard mapping the learner's emotional journey from discovery to long-term impact

Mapped as a story before it became a screen — each frame anchors one behavioural moment, from Discovery through Long-term Impact.

07 — Validation

How will we know this worked?

Proposal accepted. Implementation underway.

We're not claiming outcomes we haven't earned. Instead, we've defined the framework by which success will be measured once the interventions are live.

Status

Proposal Accepted

The behavioural reframe and design principles were endorsed by cohort leads.

Status

Implementation in Progress

Implementation Underway

Daily Cue and Micro-Wins are being built into the next cohort cycle.

Status

Success Metrics Proposed

Five outcome measures, each linked to a specific intervention.

How success will be measured

A framework, not a scoreboard.

01

Retention

Learners who remain active across the full cohort — not just week one.

Tied to

Daily Cue · Micro-Wins

02

Weekly Participation

The share of a cohort returning on at least three days each week.

Tied to

Daily Cue · Earned Nudges

03

Mentor Engagement

How often mentors are pulled into learning moments, not admin ones.

Tied to

Quiet Peer Signals

04

Activity Completion

Meaningful actions finished — measured continuously, not only at module end.

Tied to

Micro-Wins

05

Learner Confidence

Self-reported sense of 'I'm keeping up' across weeks two, four, and six.

Tied to

Momentum backbone (all four interventions)

These are proposed measures, not reported outcomes. They'll be baselined against the current cohort before the interventions go live.

08 — Reflection

How did this project change the way I think as a designer?

I stopped starting with screens.

Decode DFC pushed me from 'what should this interface do' to 'what should this week feel like' — a shift in altitude I want to carry into every future project.

01

What I learned

Holding back on interface ideas long enough to see the real behavioural problem. The most valuable move was reframing, not drawing.

02

What I'd do differently

Interview more learners who had fully disengaged. Our inactive participants still replied to us, which means the quietest drop-offs are missing from the data.

03

What remains unresolved

Whether momentum interventions hold past week six, and whether mentors have the capacity the model assumes. Neither is answerable until the cohort runs.

04

What I'd measure next

Week-two restart rate against the current cohort baseline — the single number that would prove or disprove the reframe.

Collaborative process

14-Day Design Sprint6 Team MembersProposal AcceptedImplementation Underway

A multidisciplinary team held the research together — my contribution led the behavioural framing, momentum model, and the reframe that shaped the final proposal.

See the team at workMars Monarchs · Working session
All six team members in a collaborative remote design session — Mars Monarchs

A closing thought

The most impactful design decision wasn't creating a better interface.
It was discovering the right problem to solve.

Great learning experiences aren't built by adding more content — they're built by helping people keep going.

End of case study · Decode DFC · 2025

Next project

Museum of Spices

A multi-sensory museum experience translating the stories, culture and history of spices into space, sound and touch.

🚧 Coming Next · In ProgressBack to all work↗

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