Rotem Egozy
Amplio “Feedback”

My Role
UI, UX
Year
2023
Tools
Figma
Background
Amplio is a learning platform for special education that integrates a learning management system with structured programs and curricula for dyslexia, designed for educators, students, and administrators. When I joined Amplio as a team member, the company was preparing for a funding round and was therefore focused on improving, operating, and enhancing the platform's user experience. I joined the team alongside a UX designer and a product manager, and we worked together throughout the project in a high-quality collaborative effort.
Educator caseload project overview
The goal of the project was to create an intuitive and personalized feedback experience that presents feedback clearly and effectively, transforming it into a tool that actively promotes student learning and progress. Throughout the project, we developed visual elements incorporating symbols and characters that convey feedback in an accurate and empathetic manner, while maintaining pedagogical flow and educational context. The solution was designed in multiple phases, with each phase focusing on enhancing communication between teachers and students to ensure that feedback not only guides towards the desired outcomes but also strengthens students' understanding and confidence.

Design Process
Phase 1 -
The Phase 1 feedback retains the success/error indicators and correct answer display from the current system, while introducing a new "general feedback template" that includes additional visual elements, such as a confused character, to convey more nuanced responses.
Phase 2 -
The Phase 2 feedback improves upon the success/error indicators error display by using distinct visuals for different error types.
Also, students will be able to see that they have made different types of errors on exercises (i.e., an incorrectly chosen distractor versus a missed target). We selected a friendly elephant as the companion character that would present the feedback to the student.
Pain Points:

Old Screen
At the beginning of this project, there was a meeting with the PM, Design Lead and myself. In this meeting, the project was introduced to me, including the goals and and the need of splitting this project into few phases.

Sketch of Main Page

Sketch of Assignment View - Single Student
Understanding these challenges and pain points, it led us design the following solutions:
Understanding these challenges and pain points led me to the following solutions:

Example of organization screen filtered by Groups and Students






Sketch of incorrect answer
In retrospect
During my time as a product designer at Amplio, I encountered exciting challenges in the field of user experience design. I raised issues related to UX that needed to be rethought and redefined. This was a crucial point in the project, as there were areas in the system that didn’t function properly from the start and required solutions. I also needed to think through and solve edge cases for various scenarios, from empty states to UI solutions that were not yet part of the design system. One of the main aspects of the role was creating design solutions that supported both the company’s goals and the users' needs while maintaining an intuitive and personalized user experience. Close collaboration with the development, marketing, and product teams allowed me to deeply understand customer needs and business objectives, leading to effective design solutions.
Working at Amplio sharpened my skills in balancing aesthetic appeal with high functionality and provided valuable insights into large-scale digital product design processes.
I'm looking for my next experience,
please feel free to contact me
rotemegozy@gmail.com // Tel: 054.7694270
Rotem Egozy
About & Contact
Amplio “Feedback”

My Role
UI, UX
Year
2023
Tools
Figma
Background
Amplio is a learning platform for special education that integrates a learning management system with structured programs and curricula for dyslexia, designed for educators, students, and administrators. When I joined Amplio as a team member, the company was preparing for a funding round and was therefore focused on improving, operating, and enhancing the platform's user experience. I joined the team alongside a UX designer and a product manager, and we worked together throughout the project in a high-quality collaborative effort.
Educator caseload project overview
The goal of the project was to create an intuitive and personalized feedback experience that presents feedback clearly and effectively, transforming it into a tool that actively promotes student learning and progress. Throughout the project, we developed visual elements incorporating symbols and characters that convey feedback in an accurate and empathetic manner, while maintaining pedagogical flow and educational context. The solution was designed in multiple phases, with each phase focusing on enhancing communication between teachers and students to ensure that feedback not only guides towards the desired outcomes but also strengthens students' understanding and confidence.

Design Process
Phase 1 -
The Phase 1 feedback retains the success/error indicators and correct answer display from the current system, while introducing a new "general feedback template" that includes additional visual elements, such as a confused character, to convey more nuanced responses.
Phase 2 -
The Phase 2 feedback improves upon the success/error indicators error display by using distinct visuals for different error types.
Also, students will be able to see that they have made different types of errors on exercises (i.e., an incorrectly chosen distractor versus a missed target). We selected a friendly elephant as the companion character that would present the feedback to the student.
Pain Points:

Old Screen

Old Screen
At the beginning of this project, there was a meeting with the PM, Design Lead and myself. In this meeting, the project was introduced to me, including the goals and and the need of splitting this project into few phases.

Sketch of incorrect answer

Sketch of correct answer
Understanding these challenges and pain points, it led us design the following solutions:

Examples of set of icons i suggested to describe the types of errors






Example of alignment of components
In retrospect
The feedback project presented an opportunity to rethink how students engage with learning feedback, aiming to transform it from a static response into a meaningful learning tool. Throughout the design process, I focused on creating a visual system that not only conveys correctness but also provides context and guidance in an engaging manner. From utilizing expressive characters to distinct visual cues, every element was designed to make feedback intuitive and approachable, reducing confusion and encouraging deeper understanding. The iterative design phases allowed me to refine the solution based on user needs, ensuring that the final product is both effective and enjoyable. This project reinforced the importance of balancing functionality with user empathy, and demonstrated how thoughtful design can significantly impact learning experiences.
I'm looking for my next experience,
please feel free to contact me
rotemegozy@gmail.com // Tel: 054.7694270
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