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A product already live. A value gap no one had named yet.

Auto-ethnography, 4 user interviews, an SME with 15 years in e-learning, and a competitive sweep of 8 platforms. The research didn't find a UX problem. It found a value problem.

Role
Solo Designer
Type
Research · Ed-tech Platform
Deliverable
Insights Deck + User Journeys
Context
IVI Innovation Voucher
Outcome

Research phase complete. Insights deck and user journeys in final synthesis ahead of client handover. The engagement is likely converting to a second IVI voucher to take findings into a design phase. The critical finding was not usability. It was value: the platform was competing with free content it could not beat on the terms it had chosen.

The brief

SecureLeap came to IVI with a gamified cybersecurity learning app already in market. The product had a mascot, a lesson system, a points economy, and a mobile-first experience. What it didn't have was validated evidence that any of it was working for learners. The brief was to find out: who the learners were, what they actually needed, and whether the product as designed could serve them.

My team for this engagement was a project manager and a principal investigator from the Design Innovation department at Maynooth. The research design, interview facilitation, analysis, and synthesis were mine.

Where I started: learning from the inside

Before interviewing anyone, I used the app myself. Auto-ethnography, for a digital product, means becoming a first-time user with deliberate attention: noticing every friction point, every moment of confusion, every reward that lands flat. I went through full onboarding, completed the introductory cybersecurity course (8 modules), and documented every step.

What I found wasn't catastrophic. The install was fast, navigation was broadly clear, and the bite-sized modules (~3 minutes each) had genuine potential. But the reward system was unexplained. Diamonds accumulated with no stated purpose. Health points depleted on wrong answers with no tooltip about refills. After finishing an 8-module course: no badge, no signal of completion, no win. The app had gamification mechanics but no gamification logic.

The bigger structural problem was an information architecture mismatch. Tapping "Intro to Cybersecurity" on the home screen routed to a "Quest" screen, a different section entirely. The mental model broke before learning even began.

Auto-ethnography: First-session walkthrough findings
Auto-ethnography findings from first session in the app

The user research

With the auto-ethnography complete, I ran 4 semi-structured user interviews and 1 SME interview. The user interviews covered learners at different stages: a security professional upskilling for career relevance, two postgraduate research assistants using the app for their own development, and a participant who had tried multiple cybersecurity platforms and disengaged from all of them. The SME brought 15 years of e-learning experience including deep knowledge of instructional design theory, assessment standards, and cognitive load research.

Interviews were structured around motivation, existing learning habits, platform experience, gamification attitudes, pricing logic, and what success looked like to each participant. Synthesis followed thematic coding across all five transcripts, with the auto-ethnography findings used as a lens throughout.

What learners said
  • Desktop and web are where real learning happens: mobile works for passive consumption, not hands-on labs
  • Gamification only works if points unlock something useful: rewards without purpose actively discourage
  • Free content on YouTube covers most of what platforms charge for: pricing logic has to justify the gap
  • Certification matters, but only if it signals real competency: low-rigor assessments undermine the whole credential
  • Discovery happens through trusted peer recommendation, not advertising
What the SME said
  • Credibility for cybersecurity content starts with standards alignment: NIST, ISO, recognised frameworks before anything else
  • Real gamification in security learning is scenario-based ("a breach happened; fix it"), not points and leaderboards
  • Learners should see the light, not the wires: technology must not get in the way of the learning
  • Mobile-first limits complex learning: code, terminals, and labs belong on a large screen
  • AI-adaptive difficulty, calibrated to observed performance rather than self-declared level, is the long-term differentiator

The value gap

Across the interviews, a single pattern emerged more clearly than any usability problem. Learners were not struggling to use the app. They were struggling to justify paying for it. The calculation was precise and unsentimental.

"If 10 of 12 modules are available free online, they're effectively paying for 2 modules. The product's value has to be something free content can't provide."

Arjun, learner interview

This wasn't a pricing objection. It was a product architecture question. The competitive landscape made it concrete: TryHackMe at $14/month, Hack The Box Academy at $18/month, both offering browser-based labs and structured career paths. Against free YouTube and generous free tiers on major platforms, any paid product has to offer something structurally unavailable for free: guided lab environments, role-based career tracks, credentialed assessment, or a community that peer-validates progress. The product had none of these with clarity or depth.

The assessment problem

The SME interview opened a thread the brief hadn't anticipated: what does assessment actually mean in cybersecurity education? Most platforms issue a certificate when a learner scores above a threshold percentage. But a threshold score on multiple-choice questions does not tell you whether someone can do the job.

The research drew on Criterion Referenced Test Development by Sharon A. Shrock and William C. Coscarelli, a foundational text in instructional design. Criterion-referenced assessment defines a minimum performance standard for a specific job task and tests directly against that standard: you either meet the threshold or you don't. Norm-referenced assessment ranks learners against each other. For cybersecurity, the distinction matters: you either know how to respond to an incident, or you don't. Percentile ranking is operationally irrelevant. A score of 70% on an incident response module says nothing about whether a learner can actually contain a breach.

For SecureLeap, this had direct product implications. If the platform wanted to issue certification that employers would take seriously, the assessment design had to start from job task analysis: defining minimum competency for each skill area before writing a single test item. That work hadn't been done. The certificates the app was capable of issuing would carry no credibility until it had.

SME Insights & Competitive Landscape
SME interview insights
Competitive landscape analysis

What the research produced

The synthesis produced four findings, each with a direct design implication for the next phase.

1
Web primary, mobile companion. All three user interviews and the SME agreed independently: deep cybersecurity learning requires a large screen. The product needed a web experience as its primary surface, not just a responsive layout of the mobile app.
2
Gamification needs a logic layer. The app had reward tokens and penalty mechanics with no explained purpose. Meaningful gamification for this product means: points that unlock new domains or lab access, optional streaks, and badges that map to demonstrated skill milestones. Not diamonds for the sake of diamonds.
3
Value must be indefensible against free. The product needed at least one thing structurally unavailable from YouTube or open-source tools: guided in-browser lab environments, role-based career tracks, or credentialed assessment. Positioning without one of these will not hold against the free tier of competitors.
4
Certification requires criterion-referenced design. Certificates issued without defined minimum performance standards will not be taken seriously by employers. The assessment architecture needs rebuilding from the job task up, before the platform can make a credible certification claim.
Research Synthesis & Insights Deck
Research synthesis and insights deck

The result

The research phase is complete. The insights deck and user journey documentation are in final synthesis ahead of handover. The project is on track to convert to a second IVI Innovation Voucher, moving from research into design: translating what the research found into a product direction the client can act on.

The most useful thing the research produced was not a list of UX fixes. It was a reframe of the core problem. The app's usability was serviceable. The value architecture was not. A second phase that addresses the value structure, the assessment model, and the web experience will have a clear research foundation to build from.

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