Cultura Inglesa
Project
Project: Redesign of Cultura Inglesa’s English Learning Platform
Objective: Optimize the user experience, increase student engagement, and enhance learning effectiveness through an intuitive, personalized, and motivating design.

About
Cultura Inglesa delivers a unique English learning experience, accessible anytime, anywhere through our platform. We support learners at every level, offering flexible courses tailored to your needs.
With a focus on your success, we ensure a safe and supportive environment. At Cultura Inglesa, we’re more than a language school—we’re your partner in achieving fluency and unlocking new opportunities.

- My responsabilities
- Desktop Research
- UX Research and user Interviews
- UI Design and Prototyping (Low fidelity (Wireframes), Medium fidelity, and High fidelity)
- Usability Testing and Surveys
- UX Metrics
My Role
Senior UX UI Designer / Senior Product Designer
Tools

- Design Thinking
Design process

We define the problem, set objectives, and create a proposal for the user once we understand their needs.

We established our own MVP (Minimum Viable Product) and analyzed the competition's.

We conducted card sorting, and based on that, we built the information architecture and user flow.

We prototyped low-fidelity to high-fidelity wireframes and conducted usability tests.

We tested the prototypes with real users and evaluated the heuristics.
Understanding the problem
Problem
The demand for English proficiency is rapidly increasing, with learners seeking to enhance their language skills for both personal and professional growth. This trend highlights the importance of accessible, high-quality education. Our mission at Cultura Inglesa is to empower students by providing the tools and resources they need to confidently navigate a globalized world.
Goals
Develop a platform tailored to our students' needs, with a focus on accessible and engaging learning. The app will connect learners to resources, integrate gamification to make English fun, and streamline class scheduling. This approach ensures students achieve their goals efficiently and with confidence.
Proposal
We propose the development of an intuitive, easy-access application with integrated progress tracking and gamification elements, designed to connect students with the best English learning resources. This solution aims to streamline the learning process, offering a fun, engaging, and accelerated experience for all students, helping them reach their language goals with greater efficiency and motivation.

User persona
Carla Hebert, 45 / Banking Investment Manager / São Paulo, Brasil
Demographic
Gender: Female
Age: 39 years
Education: Completed Higher Education
Job: Banking investiment manager
Technology
Internet
Social Networks
Device: Iphone
Motivations
We use English for international travel and recognize the importance of children learning the language early to prepare for the job market.
Pain
I’m having difficulty with the platform password.
It would be important to have the platform in Portuguese.
Improve access. Sometimes, the platform was not working.
Goals
Easy access to password recovery
Platform in Portuguese for students who rely on their parents for access
Improve system stability
Knowing the competition

CNA
CNA is one of the largest language school networks in Brazil, offering English and Spanish courses with a focus on conversation and practical use. With over 600 locations, CNA combines technology and effective methodology to provide dynamic and accessible learning for all ages.
- Has a scoring system
- Has a scoring system


DUOLINGO
Duolingo is a popular language-learning app that offers interactive and gamified lessons in multiple languages. It’s known for its user-friendly interface and effective, bite-sized learning approach.
- Has a scoring system
- Does not have real teachers

Designing Architecture
To improve the interaction between users and the app’s functionalities, we implemented a card sorting exercise with 10 participants who categorized the terms based on their criteria. Using the resulting dendrograms, we organized our information architecture.
- Proposed Solutions


- This was the result!
Information architecture
MVP – Minimum Viable Product
- Observed Positive Results:
- Increased Retention: After launching the new platform with gamification elements, a significant increase in the student retention rate was observed, with more students remaining engaged in their courses for longer periods.
- Improved Platform Utilization: Usage metrics indicated an increase in platform access frequency, a higher number of lessons completed per student, and greater interaction with proposed activities. Students explored more features and spent more time practicing the language.
- Positive Student Feedback: Satisfaction surveys and direct feedback channels recorded a significant volume of positive comments. Students and teachers praised the new, more intuitive interface, the clarity of content presentation, and especially the gamification elements, which made learning more fun and motivating. Many reported feeling more encouraged to study regularly.