GAMBIT AI
Gambit is an academic platform that transforms studying into a competitive and social experience. It reimagines how students engage with course content.
Branding | Web Design | Logo Design | UI/UX
Methods
Research to gain greater insight on target audience and best UX strategies for engagement.
Surveys & Interviews with university students (18–24) about study habits.
Competitive Analysis of existing platforms (Canvas, Notion, Duolingo, Kahoot).
Behavioral Insights: how students use rewards and peer accountability to stay motivated.
Key Findings
Students reported low engagement with institutional tools (Canvas = functional, not fun). Gamified apps (like Duolingo) improved consistency, but lacked relevant academic integration. Study groups and peer competition were highly motivating, but hard to organize digitally. There was a high desire for progress visibility (streaks, leaderboards) and social accountability.
Problem
Traditional learning platforms are transactional and isolating:
Students log in only to submit assignments.
Tools feel like admin portals, not motivating study spaces.
No built in way to track progress socially or compete in a healthy way.
Solution
Gambit makes studying simple, social, and effective by combining academic course management with gamified features:
Connect to Canvas: sync assignments and deadlines seamlessly.
Streaks & XP: encourage daily engagement through consistency rewards.
Leaderboards: foster friendly competition among peers.
Social Layer: allow students to track each other’s progress, collab, and challenge friends.
Design Goals
Reduce friction: keep setup simple, choices clear, no clutter
Youthful but clean aesthetic: align with student audiences without looking childish.
Key Choices
Dark Mode First: resonates with student late night study sessions, while saving eye strain.
Bright Accent Colors (Green): Signal energy, motivation, and competition.
Modular Dashboard Layout: easy scanning of deadlines and progress.
Gamified Visuals (badges, streak icons, XP bars): familiar gaming metaphors make progress feel tangible.
Outcomes
Increased daily log-in rate compared to traditional platforms (tested with prototypes)
Students reported feeling “more motivated” and “accountable” when tracking progress with peers.
Clear differentiation from Canvas/ Blackboard by focusing on community and motivation.
Web platform’s usage grew from 1,000 users to 10,000.
Increase in academic motivation and engagement.




