e-Learning
Grindbox
A Learning Platform Bridging Knowledge & Market Success.
Category
Client
Platform
iOS, Android
Year
Redefining online education with expert-led courses, live sessions, and a gamified learning experience.
Project overview
Grindbox is a digital learning platform designed to bridge the gap between gaining skills and successfully entering the market. The platform provides users with expert-led courses and masterclasses across various industries.
I served as the sole product designer, working alongside:
A Founder (Industry Expert & Music Director)
A Product Manager
A Development Team
Vision:
The founder, a well-known music director, wanted to create a platform beyond traditional learning. He envisioned a space where industry experts could provide real-world insights, helping users turn skills into marketable assets.
After design handoff and approval, there was a change in management, so I stepped into the role of Design Manager and Product Owner for the remainder of the project cycle
The Problem
Many skilled individuals struggle to transition from learning a craft to successfully marketing themselves and monetizing their abilities in competitive industries.
Identified Challenges
Skills-to-Market Gap - Many people complete courses but struggle to apply their knowledge in real-world industries.
Limited Access to Experts - Traditional e-learning platforms lack direct interaction with professionals, making it harder for learners to get career advice.
Rigid Learning Format - Existing platforms primarily rely on long-form courses, lacking flexibility and engagement.
Opportunity
Provide industry-specific insights alongside skill-based learning.
Encourage interactive learning through live sessions and community engagement.
Gamify access using a point system instead of traditional payments.
Research and Discovery
Competitive Analysis
To validate the concept, we analyzed competitors, including:
Direct Competitors: Domestika, MasterClass.
Indirect Competitors: Coursera, Udemy, Netflix (for content structuring).

Competitive analysis of direct and some indirect competitors.
Conducting a thorough analysis of competitors has given us valuable insights into market trends and consumer preferences. This understanding allows us to strategically position our offerings and enhance our competitive edge.
Key Insights
Users prefer short, engaging content rather than long, lecture-style videos.
Flexibility in learning access is crucial—a subscription or point-based system encourages ongoing engagement.
Interactive elements (live sessions, Q&As) improve retention and real-world applicability.
These insights directly influenced the course structuring, point-based system, and live session integration.
Designing The Grindbox Experience
Designing the MVP
The Minimum Viable Product (MVP) focused on four core learning experiences:
Courses – Pre-recorded, episodic lessons structured into multiple episodes per course.
Masterclasses – Short-form, documentary-style sessions where experts share career journeys.
Live Sessions – Interactive learning events with direct engagement (similar to Instagram Live).
Bundles – A collection of related courses sold at a discounted point value.
Wireframing & Prototyping
Designed user flows for enrollment, course navigation, and payment via points.
Developed low-fidelity wireframes, refining layouts based on usability feedback.
Created interactive prototypes to simulate fundamental user interactions.

Innovative Features Introduced
✔ Point-Based Payment System – Users buy points, which are then used to access courses.
✔ Netflix-Style Course Structure – Lessons presented in engaging, episodic formats.
✔ Interactive Live Sessions – Real-time learning and Q&A opportunities.
Testing and Key Iterations
During early user testing, we gathered feedback and made improvements:
User Concerns & Solutions
Issue: Some users preferred structured learning paths over choosing courses individually.
Solution: Introduced Bundles to curate related courses.
Issue: Users wanted more control over notifications and reminders.
Solution: Added personalized notifications based on interests.
These refinements improved user engagement and platform accessibility.
Learnings and Takeaways
Key Takeaways
Bridging knowledge & market success is key. Users want more than just skill-based learning; they need industry insights.
Engagement matters. The Netflix-style episodic courses improved retention.
Interactivity enhances learning. Live sessions and expert-led content added immense value.
Next Steps
Enhance community engagement through discussion forums.
Expand the course library to include more industry verticals.
Improve analytics & reporting for better personalization.
Live Prototype of Product
Launch and Impact
Launch & User Adoption
Successfully launched Grindbox with an active user base.
Integrated a seamless payment system that uses points instead of direct course purchases.
Created a diverse learning ecosystem, combining structured and interactive elements.
Business & User Impact
✔ Flexible Learning Paths – Users can choose between structured courses, live sessions, or curated bundles.
✔ High Engagement – The episodic structure increases completion rates.
✔ Scalability – The point system and content structure allow for easy expansion into new markets.
Conclusion
Grindbox successfully reimagined online learning by focusing on practicality, engagement, and accessibility. Its unique content structure, expert insights, and interactive elements make it a next-gen educational platform.
This project challenged me to design a learning experience that prioritizes user needs while ensuring business scalability. Seeing Grindbox evolve from an idea to a fully functional product was a testament to the power of user-driven design and iterative development.








