Gamified Student Journey for RMIT Creds | Rakesh Patibanda
Gamified Student Journey for RMIT Creds
Gamification Design

Gamified Student Journey for RMIT Creds

The Problem
The RMIT Creds sign-up journey had high drop-off — not a usability problem, but a motivation and meaning problem. Students didn't understand why a digital credential was worth their time.
My Role
Lead UX Researcher and Designer — ran the entire co-design process with RMIT students as co-designers.
Outcome
Gamified sign-up experience that measurably increased engagement; students reported significantly higher perceived value of credentials after going through the new journey.
Organisation
RMIT University
My Role
Lead UX Researcher & Designer
Team
RMIT students (as co-designers), 21CC team
Timeline
2017
Key Constraints
Co-design with students required careful facilitation to get genuine insight rather than polite agreement; had to make the value of a future credential feel real in the present moment.
1

The Problem

The drop-off wasn't a usability problem — students could technically complete the sign-up. It was a motivation and meaning problem. 'Sign up for a credential' meant nothing to a student who didn't yet understand why a digital badge from RMIT was more valuable than a line on their CV.

The design challenge: how do you make the value of something invisible (a future credential) feel real and worth effort right now?

2

My Approach

I analysed the existing sign-up journey from both the 21CC and student perspectives, identifying pain points through direct observation and interviews. I then developed detailed personas representing different student types and assigned each student co-designer to a specific persona and player type — ensuring diverse perspectives in the co-design process.

I used paper prototyping techniques rather than digital tools, deliberately keeping fidelity low to encourage students to critique and reshape ideas rather than defer to the designer.

3

The Work

Co-designed a gamified sign-up experience with RMIT students that reframed credential enrolment as a meaningful personal challenge rather than an administrative task. The solution included: a mission-framing of credential sign-up, progress visibility showing what skills would be earned, social proof elements showing peers who'd completed similar credentials, and milestone rewards at key completion moments.

4

Evidence of Impact

The gamified experience significantly increased engagement levels for RMIT Creds, providing a more compelling sign-up journey. Students reported higher perceived value of digital credentials after experiencing the redesigned flow.

5

What I'd Do Differently

The co-design sessions were productive but I'd structure them differently — assigning students to personas before the session worked well, but I'd now also run a 'worst possible design' exercise first to surface assumptions and biases before anyone commits to a direction. This technique consistently produces better co-design outputs.

Skills & Methods

Gamification Design Co-design User Research Persona Development Paper Prototyping Behavioural Design Educational Technology
← Back to Industry Portfolio