K2 Technology

QUIZZAHH

Learning should feel like playing - not like being tested

Role

Founding Product Designer Intern

(Currently Part-time)

Team

1 founder, 2 engineers & 1 designer (me)

Duration

5 months, ongoing

Tools

Figma, Claude, Adobe Creative Cloud

Skills

UX research, Design system, Prototyping, IA, Usability testing, QA

Overview

For Vietnamese students, homework is usually a single graded shot: get it wrong, and there's no way to practice until it sticks. Teachers spend hours every day writing and marking the questions by hand. And anyone who just wants to play something smarter than a doomscroll has no good option built for Vietnam.

Quizzahh is a mobile learning quiz game that closes all three gaps at once: it generates its own questions and adapts to whatever each player gets wrong, so studying works like a game people want to return to.

As founding product designer and PM on a four-person startup, I took Quizzahh from a blank file to a pilot in three months, with two schools (~600 students) lined up once the question engine meets our quality bar.

Users

Students, Teachers, Casual players

In this project, I had one real deadline: the school year starts. Miss it and we'd miss the whole year. So the goal was never just ship an app. It was to put a study tool Vietnamese students could actually trust in their hands before the year began, and to build it lean enough that a four-person team could keep improving it once they did.

Context

Vietnam bets big on education, and its tools haven't caught up.

Education is close to a national obsession in Vietnam: families spend around a fifth of their income on it, and nearly 19 million students and teachers are in the system, almost all with a phone in hand. The appetite and the devices are there. A learning app that actually delivers is not.

0

million

students and teachers

0%

of family income spent

on education

The Market Landscape

Plenty of tools. None that teach and delight at once.

The existing options split into two camps, and each is missing half the picture.

Vietnamese Trivia Apps

Edtech Tools

  • Familiar and engaging

  • Static question banks

  • Ad-driven

  • Game over learning


—> Fun but hollow

  • Curriculum - aligned

  • Assign & grade

  • Unmotivating

  • Questions created manually


—> Serious but joyless

?
nobody here

Even the global leader leaves the gap open

Wayground reaches 90% of US schools, and still:

  1. Gives every student the same questions: only reshuffled, no adapting to what someone actually got wrong


  1. Isn't built for Vietnam: no localization, nothing tied to the curriculum students are tested on


  1. Still makes teachers build the sets: a real wall for those who aren't tech-savvy

The Users

Student with one-shot practice, teacher with endless paper, and player with no good game

Katie Nguyen
12 years old, Middle school student
Bio

Katie is a strong middle-school student who learns best when she's exploring a subject herself, not when she's being drilled.

Goals
  • •Actually understand a topic
  • •Practice until it clicks
Katie Nguyen
“There's a lack of room to improve.”
Pain Points
  • •Homework is graded once: a wrong answer is a lost mark, never a lesson
  • •Paper homework is static and boring
  • •Loses track of what's due.
Motivations
  • •Mastery
  • •Curiosity
  • •Doing well without rote drilling
Katie Nguyen
Katie Nguyen
Linda Freeman
Linda Freeman
Richard Tran
Richard Tran

Research Synthesis

3 pains to 1 bottleneck

Making and refreshing trustworthy questions costs too much, so everyone downstream is starved of them.

One Bottleneck

Student

Practice Limited

Teacher

Homework

expensive

Quiz Player

Stale question bank

Direction framing

What If we create a core quiz flow that could serve all three?

A fast, interactive quiz flow with five question types, AI-generated and always-fresh questions, an adaptive loop that brings what users got wrong back in new forms, rankings and streaks to compete on?

Product Ideation

Making one flow for everyone

To make one core work for three different people, I gave it two doors: one for play, one for the classroom.

5 question types

all support images

AI-generated questions

always fresh

Adaptive loop
wrong answer return

Ranking & streaks

for competition

Solo or multiplayer

01

Normal Quiz Mode

Free play for anyone: game modes, rankings, streaks.

Any topic - general knowledge

Many game formats: Classic quiz, Who Wants to be a Millionaire, Road to Olympia

02

Educational Mode

Pointed at the classroom: curriculum-based questions

Homework as quizzes assigned by teacher

Self-practice by lesson

Student grading = practice process

Product Ideation

Goals that lead my design

01

Make the game teach, so a wrong answer becomes the next question instead of a lose.

02

Keep one system under everything, so new modes never fork the foundation.

03

Borrow familiar interactions, so nobody has to learn how to play.

04

Design for budget devices with less animation, because that's what most Vietnamese hold.

Success Metrics

How I know Quizzahh works

North Star for Quizzahh

Weekly concepts mastered

The number of concepts people get wrong, meet again later in a different form, and then get right, which is counted across everyone, in both quiz modes, every week. Quizzahh exists to help people actually learn, not just tap through questions. Time in app or questions answered could go up while nobody learns anything. This number only goes up when the adaptive loop does its job.

Quiz completion rate

75%

Short rounds and quick join exists to kill setup friction, so anything much lower means the flow still improving.

Question flag rate

Under 2%

If people are flagging wrong questions, nothing else matters. This is the one that kept us from rolling out to both schools on time.

Normal Quiz Mode

Quizzahh competes with other app on the phone, so retention has to be earned.

D1/D7 Retention

35%/18%

Casual games sit around 30% / 16%, and we should be at least there.

Streak length

Median streak length among returning players to tell us whether the streak mechanic is actually driving habit or is just decoration.

Educational Mode

Homework makes students show up, so we chose to watch whether they come back on their own, and whether teachers actually save time.

Teacher time to assign

Under

10 min

Teachers are busy. If this doesn’t save them real time, they’ll just go back to paper.

Unassigned

opens

A real test of whether the game part works: Do students come back when nothing is due?

Prototyping

Wireframes as the team's shared brain

With four people and a fixed deadline, the expensive mistake wasn't a bad screen. It was building the wrong thing because we each pictured it differently. So I drew the flows in lo-fi before anyone built the backend and infrastructure. Not to test on users, but to get the team and our investor looking at the same thing. Questions that are cheap to answer on a wireframe and expensive to answer in a build. Once we agreed on the skeleton, the engineers could start without waiting on me.

Prototyping

Branding and Design System

Prototyping

High fidelity for full product

Once the skeleton was agreed, I skipped straight to high fidelity. There wasn't time for anything in between. So I built the design system first: tokens, then components, then screens. Make the parts once, and assembling them gets fast.

Testing & Iterating

The main flow worked. The details didn't.

From my interview and observation, most of it worked. Navigation was easy, students found their way around within minutes, and nobody had to be taught how to play, showing the familiar patterns did their job. Still, four things got in the way, and each one changed the product:

My observation

My decision

01

Setting up a quiz took many steps for one who just wanted a quick play

Added quick join and random trivia

02

Fill-in-the-blank questions were frustrating: many different words could be right

Restricted the format to questions with exactly one answer like definitions and facts

03

Players picked an answer but ran out of time before submitting, and were marked wrong

Fixed the submission behaviour so a selected answer counts

04

New users couldn't spot where to start a quiz

Made the play button yellow, the one high-contrast target in the nav

Final Product

Normal Quiz Mode for All Players

01

Five question types, all supporting images.

  • Single answer

  • Multiple answers

  • True/false

  • Fill-in-the-blank

  • Word arrangement

—> Enough variety that the same knowledge can be asked five different ways, which is what keeps practice from feeling like repetition.

02

Rankings and streaks

Existing apps gave players no reason to open them twice. Now people can compete with friends and keep a streak going for every day they keep learning.

03

Daily challenge and random trivia

Testing showed the setup flow was too long for someone who just wanted to play. Two taps now gets players into a game with daily challenge and random trivia

Final Product

Educational Flow for Interactive Learning

01

Questions from the actual curriculum

The student's problem wasn't just passive practice. It was that the material they found online was scattered and sometimes incorrect. Education-mode questions are generated from the official Oxford and MOET curriculum, so what they practice matches what they are taught.

02

Homework that arrives as a quiz

Teachers spend around two hours a day writing and marking exercises, and carries the paper home. Now they review and assign from a web console, and students get it on their phone like any other game. No printing. No hand-marking!

Final Product

The Systems Underneath

Adaptive loop

The app keeps track of what each person hasn't mastered. Get something wrong, and the concept comes back later in different wording or a different question type, then again after a delay

Question engine

Every question is generated and checked by a pipeline of AI agents: one drafts from source material, one verifies, one plays the question to confirm it's answerable, one refreshes content when the underlying knowledge changes, one rewrites it to sound human

Final Thought

My Top 3 Takeaways

Three problems turned out to be one.

Once I put the interviews side by side, the same bottleneck was sitting under all three. And that's what made this something four people could actually build.

Sometimes, Lo-fi wasn't for users, it was for us.

It was the easiest way to make sure all four of us were picturing the same product.

Being the PM changed how I designed.

With four people and weeks left, I had to weigh build cost against impact and pick the five fixes worth spending the team's time on.

What I will do a bit different

Test earlier

I'd squeeze in one quick usability round between lo-fi and hi-fi, early enough to still change the structure, cheap enough to fit the deadline.

Current Status

Where is Quizzahh right now?

We aimed to launch with the school year, and we didn't make it. The engine was producing questions we weren't happy with, and putting that in front of 600 students felt worse than being late. So Quizzahh is out with a small group while we fix it, and the two schools get it once the questions hold up.

Next Step

What's Next

Formal testing

Most of my research went into understanding the problem, and the testing at the end was pretty quick and informal. Next up is a proper round: structured tasks, a real sample, things I can measure instead of just observation.

Actual numbers

Once students are using it every day, I can finally answer the questions I've been guessing at such as how many people who install it finish a quiz, how many come back tomorrow, next week, and which questions get flagged.

Shipping other quiz formats

Who Wants to Be a Millionaire and Road to Olympia are half-built. They're the formats Vietnamese players already know, which is how a new app gets noticed here.