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mironlineCASE STUDY · EDTECH · 2021—2023

Beyond the book.

mironline combines General and Professional English practice with academic follow-up for higher-education students and teachers in Latin America. From 2021 to 2023 I took part in its modernization as a UI/UX Designer + Frontend developer.

ROLE

UI/UX Designer + Frontend

PERIOD

Oct 2021 — Oct 2023

PRODUCT

English learning platform

STACK

Figma · HTML · CSS · JavaScript · Bootstrap · jQuery · GitLab · Google Analytics

Context

mironline is an online English-practice platform for higher-education students and teachers in Latin America. It evolved from Make It Real! Online, the digital component that complemented a book series with additional practice.

Origin and evolution

2014

Make It Real! Online

The digital practice component accompanying printed learning materials becomes established.

2017

Adaptation for Latin America

The product is restructured for higher education and Latin American contexts.

2017–2018

mironline

The LMS is developed and practice expands through General English and Professional English.

2021–2023

UI/UX modernization

The period documented in this case: web migration, responsive behavior, interaction system, validation and iteration.

Producto

The product grew to include General English and Professional English: grammar, vocabulary, reading and writing activities, progress tracking, and specialized content by professional field. It also incorporated audio, video, 3D models and 360° experiences.

Books provided part of the academic sequence; mironline extended that practice digitally and connected student activity with the information teachers needed for follow-up.

Student dashboard

BOOKS

Content + sequence

GENERAL ENGLISH

Language practice

PROFESSIONAL ENGLISH

6 professional fields

FOLLOW-UP

Progress + performance

Users

The experience connected two needs: practicing and moving through a course, and following academic progress. The profile boards summarize each user's context; here I highlight only what shaped the interface.

Student profile
01

Primary user

Student

Uses mironline to practice and complete activities across different devices.

Clear instructions for each activity.
Visible context while answering.
Feedback and progress that are easy to understand.
Teacher profile
02

Follow-up user

Teacher

Uses the platform to review group progress and identify where follow-up is needed.

Quick access by group and student.
Progress, grades and performance.
Follow-up without navigating through too many screens.

How information was organized

mironline connected student practice with the information teachers needed for academic follow-up.

mironline

Student

CourseContent and activitiesFeedbackProgress

Teacher

GroupsStudentsGradesFollow-up

Student main flow

01Enter course
02Open activity
03Read instruction
04Answer
05Receive feedback
06Review progress

Teacher main flow

01Enter the platform
02Review groups
03Check students
04Review progress and grades
05Identify needs
06Follow up

How they connect

Student activity, answers and progress are organized by the platform so teachers can review performance and follow up on the course.

These profiles condense real usage patterns observed among students and teachers throughout the project.

The problem

The academic content was still useful, but an important part of the experience depended on technology that was getting in the way of using it normally.

Problem symptoms in the experience

By 2021, mironline already had years of published courses and activities. Part of that content depended on Flash*, a technology widely used to run multimedia and interactive experiences inside the browser.

Once browsers stopped supporting it, the problem became visible to users: blank screens, activities that would not open on mobile, compatibility warnings or players that took too long to load.

Modernization was not about copying every old screen into HTML. Each activity still had to preserve what it was meant to teach or assess while being rebuilt for responsive web and current browsers.

*Adobe ended support for Flash Player in 2020 and blocked Flash content from running in 2021. The platform needed to replace that dependency with current web technologies.

What the solution had to preserve

01

The learning goal of each activity.

02

Use across desktop, tablet and mobile.

03

Compatibility across browsers and devices.

04

Shared rules across different exercises.

Context analysis

mironline was not simply a collection of exercises. Interface decisions had to coexist with a pedagogical model, different English levels, and concrete student and teacher needs.

Project material connected situational analysis, student needs, classroom English, teaching cycles and learner autonomy. That structure helped explain why an interaction could not be designed around appearance alone.

For the product, this became a simple condition: technology had to make the activity more accessible without breaking the academic intention behind it.

01

Context before pattern

Syllabus, student needs and teacher preparation shaped the experience.

02

More than one way to learn

Text, content, tasks, skills, communication and discovery coexisted in the same product.

03

Different levels

The experience had to work for mixed-level groups and support autonomy and interaction.

04

Design without losing intent

Components had to stay consistent without turning different learning activities into the same interaction.

INTERACTIVE MAP

Drag to explore · zoom · select a node

Pedagogical rationale
Situational analysis
Student needs analysis
Classroom English
Teaching cycles & communication
Mixed levels & learner autonomy
Syllabus
Students
Teachers
Academic context
Specific needs
ELT preparation
Need English
Reading
Study · development · work
Important skill
English
Main classroom language
Text · content · tasks · skills
Communication
Discovery approach
Positive interaction
Weaker & stronger students
Spanish + English teaching
Use of cognates
Common native language

NODE DETAIL

Pedagogical rationale

The material connected context, needs, teaching and learner autonomy within one rationale.

Research

After identifying the technical friction, research needed to separate access problems from comprehension, cognitive-load and academic-follow-up problems. The question was not only whether an activity opened, but whether it let students learn, answer and continue without losing context.

Students with an incident

≈30%

During the transition, support tickets and team follow-up placed incidents at roughly 30% of active students.

Synthesized user signals

25

Students13 · 52%
Teachers12 · 48%

The board brought together 13 student signals and 12 teacher signals to identify common patterns across use, support and academic follow-up.

Research questions

01

At what point does an activity break and what prevents the student from continuing?

02

What changes across desktop, tablet, mobile and different browsers?

03

What information needs to remain visible while a student answers?

04

What feedback confirms that an answer was recorded and what happens next?

05

What does a teacher need to identify progress, lag or learning difficulties?

06

Which learning goal must remain intact even when the interaction changes?

Evidence sources

Support

Tickets and reports about access, compatibility, navigation, blank screens and activities that failed to load.

Google Analytics

Devices, browsers, traffic and broad usage behavior.

Academic data

Progress, grades, performance and activity completion.

Students and teachers

Post-release comments, classroom questions and direct conversations about the learning experience.

Working hypotheses

01

Stable access

Signal

Blank screens, incompatibility, slow loading and blocked activities before the task even started.

Assumption

Removing legacy dependencies and normalizing compatibility should let more students start and finish activities without support.

Validate with

Review support tickets, successful loading in current browsers and activity completion.

02

Persistent context

Signal

Readings and instructions disappeared or were separated from the response area.

Assumption

Keeping required content close to the task should reduce memory load and improve continuity while answering.

Validate with

Observe completion, reported questions and comments about reading, instructions and feedback.

03

Lower cognitive load

Signal

Some activities presented too much information, too many questions and too many controls at once.

Assumption

Showing only what is needed for the current step should make the task easier to identify and continue.

Validate with

Compare variants, review drop-off and record recurring questions during use.

04

Visible academic follow-up

Signal

Teachers needed to review groups, progress, grades and performance across scattered information.

Assumption

Grouping information by group and student should make it faster to identify who needs follow-up.

Validate with

Contrast the experience with teachers and review use of progress and grade views.

Analysis

Grouping reports, data and observations revealed recurring patterns. The issue was not one screen: there was technical friction, inconsistent activities and moments where students lost information needed to learn and answer.

Findings synthesis

Key findings

01

Compatibility

Flash, browsers and desktop-first behavior were blocking activities that still had academic value.

02

Continuity

Readings, instructions and feedback needed to remain close to the task to prevent context loss.

03

Consistency

Different activities handled controls, states and navigation in different ways.

04

Scalability

With dozens of interaction types, solving each activity from scratch was no longer sustainable.

Heuristic lens

The findings could also be read through established usability principles, helping turn observed problems into concrete design criteria.

01

Visibility of system status

Slow loading, unclear feedback and uncertainty about whether an answer had been recorded.

The interface needed to communicate loading, answers, errors, success and progress in a timely way.

02

Consistency and standards

Controls, navigation and states varied across activity types.

Shared patterns reduced relearning between exercises.

03

Recognition rather than recall

Students had to return to readings or instructions in order to answer.

Relevant context needed to remain visible or be recoverable with little effort.

04

Error prevention and recovery

Incompatibilities, blocked activities and lost progress interrupted the task.

The experience needed to prevent dead ends and explain how to continue when something failed.

Referencia · Nielsen Norman Group ↗

Definition

The synthesis did not become a feature list. We used it to define what needed to remain stable across activities and what could vary according to the learning goal.

Design challenge

How could we migrate more than 30 interaction types to responsive web without losing the learning goal or designing every activity from scratch?

Design principles

01

Context available

Information needed to answer had to remain close, especially in readings and longer exercises.

02

Focus per task

The screen should show what is needed for the current step and reduce elements competing for attention.

03

Shared patterns

Buttons, states and feedback should behave consistently even when the activity type changed.

Acceptance criteria

01

Work in current browsers without depending on plugins.

02

Adapt to desktop, tablet and mobile.

03

Keep instructions, context and feedback available during the task.

04

Reuse controls, states and rules across different exercise types.

Scope and role

Within that modernization, my scope covered the path between learning content, interaction design and frontend. Activities often started as documents prepared by teachers and instructional designers; the product work was turning them into a usable and consistent experience.

My responsibility included hierarchy, instructions, controls, states, feedback and responsive behavior, as well as implementing much of those decisions in HTML, CSS and JavaScript. Design and development stayed close, so a solution could be adjusted while it was being built and again after release.

Workflow

01

understand the activity

02

define interaction

03

test or prototype

04

implement

05

release

06

review data and comments

07

adjust

Team

1 developer1 graphic designerteachersinstructional designerspedagogues

Technical exploration

For integrations such as Sketchfab, I first tested what the API allowed. Once the interaction worked, I documented the pattern in Figma so it could be reused later.

Ideation

Learning player

30+ interaction patterns

Using those criteria, I designed and reused patterns for different learning goals. Some activities were simple; others combined reading, audio, video or 3D models.

Multiple choiceReadingFill in the blankMatching & orderingAudio + text3D models

Hypothesis and iteration

One reading activity placed the text and ten questions in a single view. The problem was not the academic content itself, but how much the student had to process at once.

Decision
First proposal
↔
First proposal
Decision

Full reading and ten visible questions in one view.

Keep the reading available and show one question per step.

Finding

  • Too much content was competing for attention.
  • The reading needed to remain available while answering.
  • Closing and reopening the text added steps that did not support learning.

Hypothesis

If we reduced simultaneous information without hiding the supporting text, students could focus on one question without losing the reading context.

Decision

Keep the reading available and show one question per step.

Outcome

The new variant received better feedback and showed higher completion than denser versions.

Design system

With more than 30 interaction types, solving every screen from scratch stopped being practical. I built components and rules in Figma based on what was already working in production.

Component system

Design → Code

Figma → component → frontend → review

Code → Design

code test → adjustment → working pattern → Figma documentation

Responsive adaptation

Mobile stopped being treated as a reduced desktop version. Each activity was reviewed based on available space and the type of interaction.

01

Reorder content when needed.

02

Keep controls and states easy to find.

03

Avoid interactions that depend on hover.

04

Review activities across browsers and screen sizes.

Responsive behavior

Specialized application

Professional English applied the same system to content across six academic areas. The interaction had to fit the vocabulary and situation being practiced.

Professional English areas

Agriculture and Environment
Computer Science
Social Sciences and Humanities
Construction and Engineering
Health Sciences
Economics and Administration

3D interaction

For some Health Sciences activities I worked with models prepared in Blender and 3ds Max and integrated through Sketchfab. I added hotspots, questions, hints and feedback around the model.

Interaction flow

explorelocatecheck a hintanswerview feedback
Interactive 3DView on Sketchfab

Teacher experience

The platform also included views for groups, grades, progress and academic follow-up. Here the challenge was organizing more information without making it slow to scan.

Teacher view
01
groups and students
02
grades
03
course progress
04
academic follow-up
05
performance

Validation

There was not always time for formal testing before development. We often validated internally, released, and then reviewed real behavior to decide the next adjustment.

Google Analytics

devices · browsers · traffic · usage

Internal data

progress · completion · grades · performance

Support

errors · compatibility · navigation

Comments

students · teachers · academic team

release→review→adjust→release again

Results

The change showed up in two places: compatibility reports stopped being recurrent and Analytics showed a larger share of mobile use during the responsive transition.

≈20%
growth in mobile usage

Approximate growth observed in Analytics during the responsive transition.

30+
interaction types

Different activities built on shared rules.

6
professional areas

English content applied to different academic fields.

Support

Blank screens, unsupported browsers and activities that would not open on mobile used to be common support issues. As more content moved to the web and responsive behavior improved, those reports stopped being recurrent.

Product adoption

mironline started as a companion to the books, but later took a larger role in demos and conferences. Interactive experiences and Professional English helped present the product to other institutions.

Learnings

Seeing mironline in demos and conferences changed the perspective: outside the team, an interaction had to make sense without extra explanation.

Working across learning content, design, frontend and support left me with a simple rule: publishing did not close the design process. Real product behavior informed the next adjustment.

“
If someone had to contact support just to keep learning, there was still something we could design better.
mironline

END OF CASE

mironline

This project was where design and implementation started to become parts of the same process for me.

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