EdTech
SAAS Platform

NeuroLeapONE Cloud

Overhauling NeuroLeap’s SaaS platform for child specialists, decreasing user task errors by 84% and increasing user satisfaction by 52%.

ROLE
Sole UX Designer and Researcher
TEAM
Albin Taro
Jon Wake
Leyna Nguyen
Amritha Kumar
PRODUCT
SAAS Website for child health specialist
IMPACT
  • Significantly shortened data collection navigation time
  • Will help inform version 2 of the app in the next fiscal year

About the product

NeuroLeapONE is an all-in-one platform where specialists buy, create, and carry out activities to treat their child with disabilities.

Specialists who work with children - like occupational therapists and speech language pathologists - use activities such as interventions, quizzes, and assessments to understand and treat a child with disabilities. These activities cover a diverse range of disorders, ages, and skill areas, making organizing treatment for children/patients overwhelming and ineffective.

NLONE Cloud is a one-stop platform where specialists are able to purchase tailored activities for their child, carry them out, and their create own activities.

The Problem

Specialists and investors needed a seamless, consistent, intuitive experience, but the current interface lacked credibility and was mired with failed interactions.

From initial usability testing I conducted with specialists, there were:

The Solution

A redesigned platform for specialists that is cohesive, human, and streamlined.

A familiar and discoverable shopping experience

91% less user errors.

Making applications is even more customizable

69% less user errors.

Intuitive and non-overwhelming activity experience

95% less user errors.

The Beginning

Version 1 struggled to meet the bar.

NLOne cloud was in the MVP stage, with many user flows improvised by the developers. As a result, the user flows and navigations were disjointed, making completing core tasks difficult. Investors and users were concerned by the lack of cohesion and credibility in the platform.

At first glance....
Confusing Homepage
Unclear Hierarchy and Instructions
Confusing customization settings
Usability testing

Diagnosing the problem

In order evaluate the UX of the platform, I conducted usability testing with specialists.

User testing involved tracking task success and completion in 3 core tasks: buying activities on marketplace, doing activities with their child, and creating applications as an admin

It was important to the to collect quantitative data through key performance indicators/metrics to establish a goal baseline to surpass.

Synthesis

“Heatmapping” the errors - Some common patterns!

I mapped out the 3 main user flows and the places where users got stuck as well as their qualitative comments for the redesigns. A circle represents a user error.

Buying an activity

Users could not find prices/checkout process, which were hidden in unfamiliar icons.

Doing an activity with their child

Child specialists could not understand the activity interface, which was cluttered with buttons and images with no visual hierarchy or grouping.

Making Applications

The activity making-process felt constrained and limited in customizability.

Iterating and Prototyping: Buying an activity

Buying an activity should feel familiar

In order to increase discoverability and familiarity, I sought out to simplify the amount of interactions needed to check out and purchase an activity.

Leveraging familiar design patterns for users

Similar to popular ecommerce sites such as Amazon, shop.com, and eBay, users understand that clicking on product cards leads to a product page with a checkout option.

A product page made for discovery

We moved from a minimal viable product page to a product page made for consumers - one that makes an activity’s information quickly accessible.

Iterating and Prototyping: Buying an activity

Carrying out activities should feel simple and focused

A key issue in the version 1 interface was this: with all the functions the screen required (a navigation, cameras, notes, timers, question display, grading area, and more), users were unsure of where to place their attention.

My goal was to design a screen with all the functions needed without scattering the user’s attention.

Keeping the most important tasks at the center

A key weak point of version 1 was that users did not understand the grading format and meaning. This was primarily due to the position and visual design of the grading buttons - which were lodged in a slew of partially irrelevant functions.

The new version highlights the central task of users using the activity function -- grading and viewing question content.

It was hard to find the right layout!

It took me several tries to find a layout that the team and I were happy with. However, as I refined my understanding of the product with the team it was easier to come to this conclusion once more.

Stepping outside the box

When redesigning, I often focus only on the pain points I discovered and keep the original designs unchanged. However, I learned through this redesign to push myself to step out of the box with my designs!

Iterating and Prototyping: Making activities/applications

Creating opportunity and customizability in the application-creation process

In version 1, users had trouble customizing and creating activities for their child due to a) the lack of customizability and b) an unintuitive question set up process. The new version allows for users to easily customize activities to their needs, making all functions easily discoverable.

Creating a question is intuitive, broken down, and clear

One of the most largest usability problems when creating activities was the initial question setup. Users didn’t understand the categorization process that was required before question setup.

Allowing for more customizability for creating questions

The original design lacked a place to edit grading, indicate correct answers, and customize scoring. Users informed us this made activities difficult for customers to use.

In response, we created a new “Answers & Grading” section in the question creation process, allowing users to be as specific as they want for grading!

User testing the solution

Usability testing #2 showed the new design changes were effective, but there was room for improvement...

After designing a new prototype on Figma, I put it to the test through user testing. Using the same key performance indicators/metrics, I tested 2 returning users and 3 new users.

Usability Testing #2 Results

Data metrics showed a significant improvement from the initial design, but there was still room for improvement.

Iteration 1

Making application-making easier to find

Users had difficulty finding where to create activities, with 3/5 users failing to find the right button on the first try. This was in part due to grouping and navigational hierarchy.

Adjusted Design

The new design allows users to access “My applications” from the top navigation bar, taking advantage of their natural instincts.

Iteration 2

Simplifying complex interfaces

The activities page (the screens where specialists grade and carry out activities with their child) is the most complex page of NeuroLeap One. Though users were able to complete the task without errors, I noticed long pauses as they took in the interface. Some users shared they were overwhelmed by the sheer amount of info on the page.

It became clear that the activities page could be simplified after a user suggested condensing the question column with the grading column. While I did not go with that design, I did implement a collapsible navigation bar.

A collapsible left navigation bar allows users to focus on the most important content.

Final Solution

A redesigned platform for specialists that is cohesive, human, and streamlined.

A familiar and discoverable shopping experience

91% less user errors.

Making applications is even more customizable

69% less user errors.

Intuitive and non-overwhelming activity experience

95% less user errors.

NEXT STEPS AND REFLECTION

In development!

As of May 2025, the NLOne Cloud is being developed, which I am working side-by-side on with the developers. After that, the next step will be doing on-the-field testing with actual specialists/children.

Data metrics don't tell the whole story

The main quantitative data metric I used was the errors users made when completing a given task. While it was a great representation *in general* of how well an interface was received, there were other behaviors (such as staring a long time at a screen before acting) that also indicated where change was required. Thus, it is so important, if possible, to be present during user testing to catch every behavior!

You can change a design a lot more to meet a user's needs

My first instinct when I redesign a product is to only change the usability problems presented. However, I learned this time that I can go above and beyond in changing the total design visually.

Thanks for stopping by, let's design together!