About Product
Core hypothesis
Critical Reasoning is designed to build a real cognitive skill, not to explain one.
This skill cannot be learned by reading about biases. It is developed through repeated practice in decision-making situations.
What makes the product different
Instead of delivering theory first, the product treats critical thinking as a trainable muscle.
Users don’t just learn what cognitive biases are — they practice how to notice and handle them in context.
Target segments
How users solve this problem today
product value
Critical Reasoning focuses on practice — short, repeatable cognitive exercises that turn abstract theory into an actionable habit.
As a result, the product doesn’t deliver knowledge — it builds a skill.
Research
Framing the problem
Since the core value of the product is skill-building, I first reframed the product task. A skill is not knowledge. A skill is formed through repetition.
Skill = Repetitive Actions = Habbit
This made it clear that for users to actually develop critical thinking, the product must build a learning habit, not just deliver content.
Once this was defined, the direction of my research became obvious: I needed to understand how other products successfully build learning habits — and why some fail to do so.
Research goal
My goal was to understand how different products form a learning habit:
what minimal actions they use for daily practice?
which mechanics motivate users to return?
how they balance theory and practice?
how they lower the barrier to taking action?
High-engagement apps
Duolingo
Daily active use, strong habit formation
Streak freeze & protection
Variable Rewards
Micro-actions
Kahoot
High excitement, group engagement
Time Scarcity
Leaderboards
Synchronous play
Brilliant
High engagement for difficult content
Interactive "Do-first"
Scaffolding
Instant validation
Low-engagement apps

Users rarely return daily
Long-form video
Delayed feedback
No trigger

Users drop off after first modules
Heavy Theory
Deferred Reward
Isolation

Good content, low stickiness
No Interactive Feedback
Linear structure
Zero external triggers
Key takeaways
Based on this research, I defined several core principles that shaped the product design:
The "Do-First" Interaction Model
No lengthy onboardings or "walls of text" at the start. The very first screen of a session must always be a question, a challenge, or a case study.
Atomic Content & Scaffolding
To reduce Cognitive Load, complex critical thinking concepts must be atomised. One Screen = One Concept / One Action.
Tight Feedback Loops
User must receive a dopamine hit (or error insight) the exact second they tap a button.
Visible Mastery & Streaks
Since Critical Reasoning is an abstract skill, the interface must make it tangible. Progress should be visible at all times; users need to see their "strength" accumulating.
Scaffolding
The Audit
I started with a dense spreadsheet of theory. It was accurate, but purely passive. I realised this format was a retention killer: high cognitive load, zero dopamine, and it felt exactly like homework.
To build a habit, I had to destroy the "classroom" vibe.
Step 1: Atomisation
First, I slashed the cognitive load. I broke the massive "wall of text" into atomic cards.
One screen = one concept.
Theory
Theory
Theory
Theory
Theory
Theory
interaction
feedback
card 1
card 2
card 3
card 4
card 5
card 6
card 7
card 8
But structure wasn't enough, swiping through text cards was still just passive reading.
Step 2: Activation
I flipped the script and replaced consumption with action.
Instead of explaining a concept and then testing it, I force the user to solve a micro-case first. So user doesn't study the theory and can unlock it by playing.
card-level decision
Action-First Context
Problem
I originally started with two cards of pure theory followed by a "Got it" button.
This flow was too passive: users were just scanning the text without processing it. It was a retention killer.
Solution
I inverted the flow. I stripped away the explanation and forced the user to face the situation immediately.
Action first → Explanation later.
Now, the user must commit to a decision first. The card flips to reveal the logic only after the choice.
It’s not a test, there’s no "wrong" grade. It’s an earned insight. Because the user struggled for a second, the answer lands harder and sticks longer.
Active Discovery
Problem
I originally placed three theory cards in a row. This created a "zombie loop": tap-tap-tap without reading.
Even when I atomised the text, the passive structure bored the user before they learned anything.
Solution
I turned the theory into a game mechanic. Now, the user has to "mine" the information.
Question → Answer = Interaction → Feedback
For complex examples, I used Flip Cards. Instead of staring at a static list of facts, the user has to physically interact to reveal them
This prevents detachment. Active hands keep the brain engaged in the process.
Value Visualisation
Problem
A generic "Task Complete" screen with stars felt empty.
It didn't answer the user's main question: "Did I actually get smarter just now?" It failed to show the real value of the session.
Solution
I renamed "Task Complete" to "Skill Unlocked."
This frames the session as a permanent power acquired.
Replaced abstract stars with a checklist and mapped the lesson to real-world abilities, making the progress feel physical
Added a progress counter (1/5) and XP rewards.
This shows the user they are on a journey toward mastery, not just doing random tasks.
Design Validation
This redesign validated my core research principle: "Do-First" Interaction.
By enforcing a tight Interaction → Feedback loop, I fundamentally changed the user's role. Instead of being spoon-fed theory, the user now has to "mine" the insights through decision-making.
This friction creates a Sense of Ownership. We remember what we solve far better than what we simply read. The content didn't change, but the experience transformed from a linear lecture into a turn-based game, keeping the user constantly engaged.
Final Design
dashboard
Habbit Formation
Daily Streak
I placed the streak counter front and center. This leverages loss aversion: users return daily not just to learn, but to protect their chain.
The immediate visual feedback (filling the green bar) provides a micro-dose of dopamine after every completed step.

The Narrative Guide

Logic and critical reasoning can feel cold and intimidating. To lower this barrier, I introduced a friendly, round navigator.
The soft shapes and supportive tone make the app feel safe and forgiving.
The speech bubble acts as a GPS, instantly telling the user exactly what to do next. It frames the hard cognitive work as a playful "investigation."
Active Skill Card
A long list of "to-dos" causes analysis paralysis.
I used Progressive Disclosure to fix this. The active card hides the mountain of future work, showing only the immediate task.
The "0/5" ring promises a short, finishable session, and the single CTA removes the burden of choice. You don't decide; you just click.

Locked Skill Card

The Curiosity Gap I didn't hide future levels completely; I locked them.
Visible but inaccessible levels create a "Curiosity Gap." Seeing a locked title makes the user want to unlock it.
This turns the educational process into a game of achievements and ensures they master the basics before jumping ahead.
The "Workout" Flow
Seamless Discovery
For the "Hook Questions," I removed the pressure of testing.
Incorrect answers don't scream "Error." A subtle color shift gently signals the miss, while the correct answer immediately expands into an explanation.
I designed this to feel like a single mental beat. By removing the friction between guessing" and learning, the user perceives the interaction not as a quiz, but as an instant content reveal. It makes the lesson feel significantly faster and lighter.
Gated Investigation
Where theory was unavoidable (like comparisons), I forced active participation.
To invite this interaction without text instructions, the cards gently bounce. This playful animation acts as a non-verbal hint ("Touch me!"), turning a reading task into a tactile game.
I used distinct color coding to help the brain instantly separate opposing concepts before reading a single word.
The Challenge
For the actual test, I raised the stakes to build ownership.
Unlike the hook, an error here has consequences. The card clearly marks the mistake and auto-resets to the start. This forces the user to pause and rethink their logic, rather than just clicking through.
To balance this friction, the victory moment is high-energy. I designed an exciting confetti animation that rewards the effort. This creates a "Peak-End" moment, leaving the user with a feeling of progress and a desire to return.
Cognitive Ergonomics
I chose a dark theme as a low-light environment to maximise mental endurance.
Deep Focus
A pure white screen acts like a flashlight in the user's eyes, causing fatigue. I used a Deep Focus dark grey to eliminate "visual noise" and eye strain. It creates a vacuum where the only thing that matters is the content.
Growth Mint
I chose a soft, unsaturated Mint as a primary colour as it’s easy on the eyes, making it suitable for daily, long-term practice.
Green naturally associates with progress. By using it for key actions, I reinforce a feeling of continuous forward momentum.
Conclusion
The Outcome
I approached this redesign as a challenge in behavioral engineering. My goal was to bridge the gap between knowing critical reasoning theory and actually using it.
By implementing the "Do-First" model, I transformed the user experience into an active training loop. The product now functions as a high-frequency cognitive gym, where every element works to lower the barrier to entry and sustain a daily learning habit.









































