[Case 02]

Validating Design Effectiveness in Digital Education – A/B Testing with +180 Students

Digital Education / Usability

UX in Sustainability Digital Resource

Validating Educational Tools through A/B Testing

[Project Overview]

This project evaluated a digital educational resource on environmental sustainability used in Portuguese middle schools. I designed two interface variations to determine which one improved learning effectiveness and student engagement.
Through in-depth UX research, A/B testing and classroom observation, the project validated pedagogical impact and identified design improvements to optimize usability and learning outcomes.

[Problem Statement]

Although the resource addressed an important topic, there was no empirical evidence showing which interface design worked better for students. The company needed concrete data to guide improvements.
The challenge was to combine methodological rigor with real classroom environments — ensuring that students’ needs, behaviours and learning patterns shaped the redesign.

[Industry]

Digital Education / Usability

[My Role]

UX Researcher, Usability Tester

[Platforms]

Web (PC / Tablet)

[Timeline]

February 2023 – November 2023

[Process]

[01] Research & Personas

Creation of personas based on middle school students.

Reviewed usability & gamification principles for digital education.

[01] Research & Personas

Creation of personas based on middle school students.

Reviewed usability & gamification principles for digital education.

[01] Research & Personas

Creation of personas based on middle school students.

Reviewed usability & gamification principles for digital education.

[02] Experimental Design

Development of two design variations of the resource.

Implementation of A/B testing protocol in two Portuguese schools, involving 9 classes and more than 180 students.

[02] Experimental Design

Development of two design variations of the resource.

Implementation of A/B testing protocol in two Portuguese schools, involving 9 classes and more than 180 students.

[02] Experimental Design

Development of two design variations of the resource.

Implementation of A/B testing protocol in two Portuguese schools, involving 9 classes and more than 180 students.

[03] Usability Testing

Direct observation in classroom context.

Collection of quantitative and qualitative data (student preferences, engagement, and performance).

[03] Usability Testing

Direct observation in classroom context.

Collection of quantitative and qualitative data (student preferences, engagement, and performance).

[03] Usability Testing

Direct observation in classroom context.

Collection of quantitative and qualitative data (student preferences, engagement, and performance).

[04] Analysis & Recommendations

Statistical comparison of results to measure design effectiveness.

Formulation of UX recommendations for the development team, based on students’ choices.

[04] Analysis & Recommendations

Statistical comparison of results to measure design effectiveness.

Formulation of UX recommendations for the development team, based on students’ choices.

[04] Analysis & Recommendations

Statistical comparison of results to measure design effectiveness.

Formulation of UX recommendations for the development team, based on students’ choices.

[Outcome]

Students clearly preferred Version B
A/B testing validated real-world design effectiveness
Evidence-based recommendations informed the final redesign

[Key Learnings]

Student choice validates design

Classroom testing uncovered issues not visible in theoretical analysis.

Student choice validates design

Classroom testing uncovered issues not visible in theoretical analysis.

Student choice validates design

Classroom testing uncovered issues not visible in theoretical analysis.

Data-driven design creates better educational experiences

decisions grounded in evidence improved usability.

Data-driven design creates better educational experiences

decisions grounded in evidence improved usability.

Data-driven design creates better educational experiences

decisions grounded in evidence improved usability.

Small interface changes can significantly impact engagement

Especially in school environments.

Small interface changes can significantly impact engagement

Especially in school environments.

Small interface changes can significantly impact engagement

Especially in school environments.

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