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Pooja Shekar
Product Designer
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UX Case Study

Zoom Education

Turning a meetings platform into an education-first learning experience — designed around real teacher pain points, from live classroom chaos to post-class busywork.

Role
Product / UX Designer
Tools
Figma · Notion · Forms
Platform
Web & Desktop
Scope
Market research, user research, design and usability testing
Read the full case study on Notion↗
zoom
EDUCATION
Product Overview

Design challenge & goal

Zoom is designed mainly for meetings and communication, but it has the potential to become a stronger online learning platform by improving classroom management, student engagement, scheduling, and collaboration for teachers and students.

The goal: enhance Zoom with education-focused features that improve the virtual classroom experience, attract more teachers and students, and strengthen its presence in the education industry.

Strengths

  • Easy to use
  • Good video / audio quality
  • Stable for online classes
  • Breakout rooms for group discussions
  • Screen sharing and recording
  • Works on all devices

Weaknesses

  • Not education-focused
  • Teachers use multiple tools simultaneously
  • No post-class learning continuity
  • Limited assignment and grading features
  • Weak student engagement tools
  • Limited performance tracking
Product direction

Zoom should become the operating system for online education — not just a platform for video calls.

Market Research

Where the category actually stands

Secondary research mapped the online-education landscape — what the established platforms do well, where they stop, and what that leaves open for Zoom.

Industry trends in online education

  • Hybrid learning is growing.
  • AI learning tools are increasing.
  • Mobile learning is expanding.
  • Student engagement is still challenging.
PlatformCore strengthStrengthsWeaknesses
Google ClassroomClassroom workflowsAssignment management, attendance workflows, ecosystem integrationLimited live interaction and engagement tools
Microsoft TeamsEnterprise collaborationCollaboration tools, enterprise integrations, schedulingComplex UI and learning curve
CanvasLMS & course managementUser-friendly LMS, assignment management, grading and analyticsLimited live classroom features, costly for institutions
LearnCubeInteractive virtual classroomsInteractive virtual classrooms, live tutoring tools, browser-based accessLimited LMS features and fewer advanced integrations
ZoomLive communicationReliable video conferencing, easy joining, stable performanceWeak classroom workflows and educational integrations

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Platform strategy

No competitor combines all four. Zoom can move beyond virtual meetings by uniting communication, learning management, AI and classroom engagement in one platform.

Product benchmark study

  • Real-time attendance insights
  • Assignment workflow tools
  • Collaborative learning spaces
  • Student engagement analytics
  • Seamless LMS integration
User Research

Teachers, and everyone around them

Teachers were chosen as the primary actor for the survey and research. A structured survey and semi-structured interviews explored their needs, frustrations and behaviours while teaching on Zoom.

As online education continues to grow, platforms like Zoom play a critical role in shaping the learning experience. Despite its popularity, Zoom was not originally designed specifically for education. This project examines the needs, frustrations, and behaviours of teachers and students to uncover opportunities for a more effective and engaging virtual learning environment.

What the survey surfaced: low student engagement, classroom management difficulties, and limited educational tools — the three findings that shaped everything after it.

Primary segment — teachers & students

  • Teachers need attendance automation, engagement tools and classroom management.
  • Teachers struggle with manual processes, low participation and tool switching.
  • Students need interactive learning and collaboration.
  • Students face Zoom fatigue, passive learning and poor engagement.

Secondary segment — institutions & parents

  • Institutions need scalable infrastructure, reporting, security and cost efficiency.
  • Institutions face platform fragmentation and no centralised management.
  • Parents need attendance visibility and performance tracking.
  • Parents face a lack of transparency into learning progress.

Younger students (6–12)

Need simple, colourful interfaces, depend on teachers for guidance, enjoy interactive activities, and get distracted easily during long sessions.

Teen & college students (13–24)

Prefer group discussion and collaboration, use several platforms at once, need better organisation tools, and lose interest in lecture-style classes.

Educators (25–40)

Want every teaching tool in one place, use attendance, assignments and breakout rooms regularly, and currently depend on extra LMS platforms.

Administrators (40–55)

Focus on smooth operations, need reporting and performance tracking, and want centralised, scalable control across classrooms.

T
Theo
Persona
Instructor leading large virtual classrooms
Role

Theo represents instructors leading large virtual classrooms who need actionable engagement insights, AI-assisted teaching tools, and interactive participation features to transform passive attendance into meaningful learning experiences.

Goals
  • Turn passive attendance into active participation
  • Spend less time on classroom admin
  • Teach without switching between tools
Needs
  • Actionable engagement insights
  • AI-assisted teaching tools
  • Interactive participation features
Pain points
  • Manual processes
  • Low participation
  • Constant tool switching
Target segment

Higher education and coaching institutes — high frequency of live classes, heavy dependence on engagement, a large user base in India, and willingness to pay for premium tools.

Problem statement

Understanding teachers' online teaching experiences to design more engaging and classroom-centric learning platforms.

Desired outcome: make the virtual classroom more engaging, interactive and seamless for teachers and students.

Ideation

Turning pain points into opportunities

Insights were translated into brainstorm sketches to explore solutions and interactions before any screen was committed to. Eight concepts came out of it.

1

Engagement Dashboard

A real-time overview of classroom participation that visualises engagement levels and interaction trends through a session, so teachers can spot a drop and adapt while it still matters.

2

Smart Attendance

Automates presence, arrival times and records, so teachers spend their attention on teaching rather than classroom logistics.

3

AI-Powered Class Summary

Generates concise recaps of each lesson — key topics, discussion points and assignments — so students get the notes and teachers lose the after-class documentation work.

4

Organised Q&A Hub

A dedicated space where questions are structured, searchable and categorised by status, so nothing important disappears into a fast-moving chat feed.

5

Interactive Quiz Experience

Real-time assessments inside the session with immediate feedback, turning passive watching into participation.

6

Gamified Learning & Leaderboards

Participation points, achievements and leaderboards that give students a reason to engage consistently.

7

Breakout Room Manager

Streamlines group creation, room allocation and cross-team communication so collaborative work does not cost the teacher control of the class.

8

Student Focus Tracker

Visibility into participation patterns and activity status, so teachers can recognise students who need support and intervene early.

Design vision

Reduce administrative burden and increase classroom interaction, so educators can focus on what matters most — effective teaching and meaningful student learning.

Visual Design

Designing inside Zoom, not beside it

Educational tools were integrated directly into Zoom's interface so teachers never leave the meeting. Teaching content stays central; the controls come on demand.

The iteration that shaped the interface

Usability testing revealed that showing Attendance, Engagement, Leaderboard and Focus Tracker at the same time created a cluttered interface that competed with the lesson.

The decision: secondary classroom tools became on-demand overlays that appear only when selected, keeping the primary teaching interface clean and distraction-free.

What changed after testing
  • ✓Classroom tools open as contextual overlays only when needed
  • ✓Cleaner layout with better visibility of shared content
  • ✓Minimise / maximise on every panel for workspace management

Authentication & Teacher Dashboard

A familiar sign-in flow, then a central hub for classes, sessions, recordings, AI summaries and quizzes — simple authentication, clear hierarchy, quick access to key tools.

Virtual Classroom

Q&A, Focus Tracker, AI Summary and Breakout Rooms are reachable without interrupting teaching, through a clean, distraction-free interface.

Overlay components

Reusable, scalable overlays with consistent interactions keep the workspace flexible and the design system coherent as features grow.

Key features shipped in the prototype

  • Attendance Tracking
  • Engagement Analytics
  • Live Quiz System
  • Leaderboard
  • Breakout Room Management
  • AI Summary
  • Student Focus Tracker
  • Integrated Q&A
Usability Testing

Testing with educators

Sessions evaluated how well the proposed features simplify classroom management, improve the teaching experience, and encourage student engagement.

Prototype evaluation scenarios

  • Log in to the Teacher Dashboard
  • Monitor the Student Focus Tracker
  • Access the Q&A Panel
  • View the AI Summary
  • Explore Breakout Rooms
  • Review the Engagement View
  • Check the Attendance Panel
  • Explore the Quiz Panel

What worked well

  • The platform was intuitive and easy to navigate.
  • The dashboard structure was clear and well organised.
  • The features addressed key online-teaching challenges.
  • Engagement Dashboard and Leaderboard were seen as valuable.
  • Automated attendance tracking was a consistent favourite.

Pain points identified

  • Participants preferred a less cluttered interface, with only essential features visible by default.
  • Users asked for a minimise option across all panels for better screen management.
ChallengeImprovement
Interface appeared visually crowdedMoved secondary features into expandable overlays for a cleaner layout
Limited control over open panelsAdded minimise / maximise to improve workspace management

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Outcome

Participants completed every task. With no recurring usability issues left, the prototype met the objectives of the evaluation and was finalised in its current form.

Business Impact

What it means for the product

The design direction was tied back to business outcomes, so the case for building it does not rest on the interface alone.

Business goalProduct outcome
More education usersClassroom-first experience
Better retentionEngagement features
More paid usersPremium education tools
Higher market shareStrong education ecosystem

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Key takeaways

  • Zoom is great for communication but lacks education-specific features.
  • Teachers struggle with fragmented workflows across multiple tools.
  • Student engagement and participation are the major challenges.
  • Existing platforms solve parts of the problem; none provide a complete virtual classroom.
  • The future of online learning depends on engaging, seamless classroom experiences — not just video calls.
Insight

Zoom Education — connecting classrooms beyond screens. Separate platforms let Zoom serve the corporate market with Zoom Workplace and the education market with Zoom Education, widening reach without confusing either audience.