CASE STUDY

Healing the MyTree learning loop.

Leading UX and Learning Experience design on a gamified climate education app, replacing a punitive game mechanic with a growth-oriented recovery loop grounded in cognitive science.

ROLE

UX & LX Lead

FOCUS

Gamification · Learning Design

DOMAIN

Climate Education

STATUS

Preparing for summer beta

THE GOAL

Climate literacy as a tangible, growing thing.

MyTree is a gamified climate education app built to encourage long-term sustainability habits through interactive learning. It addresses a gap in the climate tech market: the distance between abstract environmental data and the day-to-day behavior of individuals.

Users grow a virtual tree by answering climate trivia correctly. Trees that mature graduate into a "Tree Farm" dashboard, building a visual record of what each user has learned over time.

TEAM DYNAMIC

Leading the learning design layer

On a multidisciplinary fellowship team, I owned the intersection of behavioral psychology, instructional design, and user retention, translating cognitive science principles like spaced repetition and active retrieval into buildable user flows.

WHAT I OWNED

  • Instructional design

  • User retention strategy

  • Core gameplay mechanics

  • Learning loop architecture

  • Translating cognitive science (spaced repetition, active retrieval) into buildable flows

THE UX FRICTION

When the game was punishing the learner

FRICTION 01

Punitive mechanic

User research surfaced that players felt discouraged when their tree shrank after a wrong answer, and that discouragement was translating into drop-off. The penalty mechanic, originally designed to raise the stakes of learning, was working against retention.

THE SOLUTION

The "Tree Healing" mechanic

I proposed a product pivot, replacing the shrinking penalty with a growth-oriented recovery loop. When a user misses a question, the tree enters a visual "thirsty" state instead of losing progress. The missed question enters a backend queue to reappear a few turns later as a "Healing Opportunity," letting the user earn back their growth streak by getting it right.

This user flow maps out the "Tree Healing" mechanic, illustrating how an incorrect answer shifts the tree into a visual "thirsty" state and queues the question to reappear as a recovery opportunity at the end of the session.

NEXT STEPS & PROJECT IMPACT

A new design baseline.

  • Establishing the design baseline

    • The "Tree Healing" flow shifted the product direction from a punitive mechanic to a supportive recovery experience. These design assets are now consolidated into the central Figma repository to serve as the baseline UX pattern for the summer beta launch.

  • Influencing the learning strategy

    • Introducing this recovery loop opened up broader team discussions around instructional design, leading to decisions like interleaving quiz topics and adding optional lifelines for user scaffolding.

  • Transitioning to development

    • The project is now moving into implementation, with a new Project Manager taking over team coordination and the development team building backend data structures to track user progress against the recovery logic.

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