Video player for learning and storytelling

Company

iris.la

Year

2024

Area of focus

Information Architecture

Product Design

Prototyping

A mobile video player that turns watching into learning — with quizzes, questions and accessible controls built into the video.

I led product design from concept to a shipped product over 17 sprints,
as the only designer, working with a user researcher and 12 engineers. Video completion went up 40%.

The Problem

The Problem

Video players haven’t changed in years: linear, passive, with no way to ask a question or check what you understood.

Creators needed a player that keeps people engaged — even in a 2-minute clip.

Research

Key Insights

Key Insights

01

Long videos overwhelm. Linear, uninterrupted content is hard to process.

02

No way to ask. A question mid-video breaks the learning flow.

03

Watching isn’t learning. People watch passively instead of engaging.

Vertical
failed

We started with a TikTok-style vertical player for a young audience. It trained the wrong habit: swipe to the next thing.

Design response: I pushed for landscape. Games hold this generation’s focus — two thumbs, a clear goal, visible progress.

No answer
in video

20+ video players all did the same thing: play, pause, scrub. None made watching active.

Design response: Borrow from games — modular controls inspired by Nintendo Switch, Call of Duty: Mobile and The Pathless.

Hard-to-reach
controls

In version 1, controls were spread across the whole screen.

Design response: Usability test pointed to the bottom: bottom-aligned controls in version 2 got 27% more clicks.

Version 1 spread controls across the screen.
Version 2 groups playback controls at the bottom.
Episode cards with built-in progress show learners where they are.

Core UX Innovations

Controls stay hidden until
you tap, so the video stays in focus.

Context On‑tap Menu

Controls stay hidden until you tap, so the video stays in focus. This answers insight 01: long videos overwhelm.

Quiz + Interaction Layer

Quizzes appear at key moments inside the video, so checking understanding never breaks the flow. This answers insight 03: watching isn’t learning.

Why we did this?

Because Active Recall
Works

Research shows active recall improves retention compared with passive watching

Because Long Content Overwhelms

Interactive moments break up long content into digestible, rewarding pieces

To Turn Viewing Into Engagement

It transforms video to dialogue - instead of just watching, learners can actively participate.

Messaging During Playback

Tap to ask a question without pausing. The creator, or an AI guide, replies later. This answers insight 02: there was no way to ask.

Accessibility

The platform supports:

  1. Multiple caption sizes and spacing presets (Compact, Large, Low Vision)

  2. Thumb‑friendly layout for core controls (play, rewind, message, subtitles)

  3. Quick toggles for speed and quality (in an overlay on tap)

  4. Clear text hierarchy and scalable UI elements

  5. Partially optimised for one‑hand use

  6. Screen reader support, with a layout designed for minimal cognitive load

Outcomes & Impact

Outcomes & Impact

+40%

completion rate
vs. passive video

2x

higher completion on
videos with quizzes

92%

of started quizzes
completed

47%

of wrong answers
triggered rewatches

65%

of users ask questions
during lessons

1.8x

retention in accessibility-
enabled sessions

Reflection

Meet a generation where it focuses, not where it scrolls.

Games, not feeds

Young people stay focused in games, not feeds: clear goals, instant feedback, the right to retry.

Proof: wrong answers led to rewatches, not drop-offs.

The idea I let go

An audio-first player for blind users, navigated by sound and gesture. It didn’t fit our business goals at the time.

Why it still matters: accessibility-enabled sessions retained users better, so the audience is there.

Test, don’t debate

With no PM to break ties, small tests settled big decisions.

Example: one control-placement test ended the debate on layout.

Video Player for Learing and Storytelling

Company

iris.la

Year

2024

Area of focus

Information Architecture

Product Design

Prototyping

A mobile video player that turns watching into learning — with quizzes, questions and accessible controls built into the video.

I led product design from concept to a shipped product over 17 sprints, as the only designer, working with a user researcher and 12 engineers. Video completion went up 40%.

Episode cards with built-in progress show learners where they are.

Version 1 spread controls across the screen.
Version 2 groups playback controls at the bottom.

01

Long videos overwhelm. Linear, uninterrupted content is hard to process.
Long videos overwhelm. Linear, uninterrupted content is hard to process.

02

No way to ask. A question mid-video breaks the learning flow.
No way to ask. A question mid-video breaks the learning flow.

03

Watching isn’t learning. People watch passively instead of engaging.
Watching isn’t learning. People watch passively instead of engaging.

Key Insights

Research

Research shows active recall improves retention compared with passive watching

The Problem

Video players haven’t changed in years: linear, passive, with no way to ask a question or check what you understood.

Creators needed a player that keeps people engaged — even in a 2-minute clip.

Quizzes appear at key moments inside the video, so checking understanding never breaks the flow. This answers insight 03: watching isn’t learning.

Context On‑tap Menu

Messaging During Playback

Quiz + Interaction Layer

Tap to ask a question without pausing. The creator, or an AI guide, replies later. This answers insight 02: there was no way to ask.

Why we did this?

65% of users use the message feature during the lessons

Controls stay hidden until you tap, so the video stays in focus. This answers insight 01: long videos overwhelm.

The platform supports:

+40% completion rate vs. passive video

1.8x better retention in accessibility‑enabled sessions

47% of incorrect answers triggered rewatches - validating feedback design

+40% completion rate vs. passive video

+40% completion rate vs. passive video

1.8x better retention in accessibility-enabled sessions

47% of wrong answers triggered rewatches

2x higher completion on videos with quizzes

92% of started quizzes completed

92% of started quizzes completed

65% of users ask questions during lessons

Core UX Innovations

Outcomes & Impact

  1. Multiple caption sizes and spacing presets (Compact, Large, Low Vision)

  2. Thumb‑friendly layout for core controls (play, rewind, message, subtitles)

  3. Quick toggles for speed and quality (in an overlay on tap)

  4. Clear text hierarchy and scalable UI elements

  5. Partially optimised for one‑hand use

  6. Fully operable with screen readers and designed for minimal cognitive load

Accessibility

Accessibility

Interactive moments break up long content into digestible, rewarding pieces

Meet a generation where it focuses, not where it scrolls.

Reflection

Vertical failed

Vertical failed

We started with a TikTok-style vertical player for a young audience. It trained the wrong habit: swipe to the next thing.

Design response: I pushed for landscape. Games hold this generation’s focus — two thumbs, a clear goal, visible progress.

No answer in video

No answer in video

20+ video players all did the same thing: play, pause, scrub. None made watching active.

Design response: Borrow from games — modular controls inspired by Nintendo Switch, Call of Duty: Mobile and The Pathless.

Hard-to-reach controls

Hard-to-reach controls

In version 1, controls were spread across the whole screen.

Design response: Usability test pointed to the bottom: bottom-aligned controls in version 2 got 27% more clicks.

Games, not feeds

Young people stay focused in games, not feeds: clear goals, instant feedback, the right to retry.

Proof: wrong answers led to rewatches, not drop-offs.

The idea I let go

An audio-first player for blind users, navigated by sound and gesture. It didn’t fit our business goals at the time.

Why it still matters: accessibility-enabled sessions retained users better, so the audience is there.

Test, don’t debate

Test, don’t debate

With no PM to break ties, small tests settled big decisions.

Example: one control-placement test ended the debate on layout.

+40%

completion rate vs. passive video platform

2x

higher completion on
videos with quizzes

92%

of started quizzes completed

47%

of wrong answers triggered rewatches

65%

of users ask questions during lessons

1.8x

better retention in accessibility-enabled sessions

Controls stay hidden until you tap, so the video stays in focus. This answers insight 01: long videos overwhelm.

Open to challenges
and opportunities

© 2026 Adelina Mokliak

Open to challenges
and opportunities

© 2026 Adelina Mokliak