[Image: Cynthia Tanawi]Cynthia TanawiLet's Talk
ViewSonic Education

Designing a product update teachers could learn by playing

Overview

Teachers weren't discovering myViewBoard 3.0 through a traditional product launch. We turned five familiar classroom problems into a game that let them discover the new features through play.

Role

Lead UI Designer

Interaction design, visual direction, responsive design, character system, localization, and engineering hand-off.

The Team

UI Designers, Project Manager,
Engineers, UX Researchers, Content Team, Growth Team

Timeline

Q2 2025 (4 weeks)

[Image: Classroom Quest homepage mockup]

Project Outcome

Shipped live

Designed, built, and launched as a live experience on ViewSonic Education.

4-week delivery

Delivered from concept to production with product, engineering, research, content, and growth teams.

Localized across 7 markets

Designed to work across seven languages, including languages that read from right to left.

CONTEXT

Not everyone in the room is the user

myViewBoard is a digital whiteboard app, sold together with ViewSonic's interactive flat panel displays. It's one of the more popular whiteboard apps in schools across North America. In 2025, it got a major update and relaunched as myViewBoard 3.0.

In EdTech, a product reaches three different people: the decision-maker who buys it, the IT admin who installs it, and the teacher who actually uses it. A campaign can reach one of these people and completely miss the other two. When myViewBoard 3.0 launched, that's exactly the gap it fell into.

PROBLEM

A major update launched, and teachers never knew

Low Adoption Awareness

Over half of active myViewBoard users were still on version 2.0 after the 3.0 launch.

Narrow Reach

The launch ran on LinkedIn, reaching IT and admins, not the teachers who'd use it.

Opt-In Upgrade

No auto-update. A teacher had to want myViewBoard 3.0 enough to ask IT for updates.

No Hard Sell

Teachers tune out pitches, and pressure deepens resistance. Interest had to pull them, not push.

HYPOTHESIS

We bet a game could sell without selling

What We Knew

In 2024 we'd built a personality quiz, Teaching Superpower, that took the ISTE spotlight and drew over 6,000 visitors and 11,000 page views. Gamification clearly worked to attract teachers. The real question was what kind of experience could also move them toward myViewBoard 3.0. A quiz only has to be fun. Selling a real product without triggering a sales pitch raised harder questions:

How might we show myViewBoard 3.0's features without it feeling like a feature list?

How might we make abstract tools feel relevant to a teacher's real day?

How might we connect "here's a feature" to "here's a problem you actually have"?

Our Strategy

Don't demo the tool. Make them need it.

Instead of presenting features, we put teachers inside a classroom moment and let them feel the friction first, then revealed the tool as the answer, not the pitch.

THE EXPERIENCE

A five-minute quest, built to feel effortless

[Image: User flow diagram: Start the Journey leads through Opening Scenario, Choose Your Companion, five Mission Scenarios (each a choice of three answers), to the Result Page, which branches to the Product page, Download page, or Retake the quest (looping back to Start the Journey).]

Building the context & story environment

Highlights of teaching approach and strengths based on their choices

Summary of user's teaching journey and key decisions

CHARACTER SYSTEM

Reducing load without losing personality

Last year's 3D GIFs loaded slowly on venue Wi-Fi. I rebuilt the character system as lightweight 2D motion assets so the experience could retain its personality without compromising performance.

Original design for 2024

3D render

2D illustration

[Image: cyan wizard-bird character, original design for 2024]
[Image: cyan wizard-bird character, 3D render]
[Image: cyan wizard-bird character, final 2D motion style for Classroom Quest]
[Image: red creature character, original design for 2024]
[Image: red creature character, 3D render]
[Image: red creature character, final 2D motion style for Classroom Quest]

KEY DESIGN DECISIONS

Designing for real-world constraints

The experience had to work across languages, screen sizes, and real event conditions. These constraints shaped four key design decisions.

01 Designing for localization

Longer translations like German and Spanish broke the original hero layout. I moved the supporting copy outside the display and created a safer layout that could scale across languages.

[Image: Classroom Quest landing page: a hero banner inviting teachers to 'Embark on Your Quest', illustrated classroom-hero characters, and a myViewBoard feature callout below.]
J

Janice L

Nice! This gives the longer languages much more room.

02 Keeping the next step visible

On mobile, placing one CTA below all four character cards pushed the action too far down the page. I moved the CTA onto the selected card, then carried the same interaction back to desktop.

[Image: Choose Your Companion character cards: default state (a single card, 'Turns ideas into classroom magic') and hover state (the same card with an 'I'm Ready' button revealed), alongside the full 4-character grid in its default state and its selected state with the red creature card highlighted.]

Default state

Hover state

Mobile-first design

First iteration.

Selected

J

Joy Wu

Much better! The CTA feels super clear now.

03 Removing interaction noise

The first mission concept looked like a game console, but the extra controls competed with the actual choices. I stripped it back to a chat-style interface so there was only one obvious thing to interact with.

[Image: Mission Scenario mobile screen, 'The Kingdom of Snooze': a chat-style story sequence ending in a highlighted spellbook choice, 'Load a quick bell-ringer worksheet on the board to awaken their focus,' alongside a zoomed-in detail of the same dialogue and choice list.]

Stripped to a chat thread.
One clear choice, nothing else to tap.

J

Janice L

Looking good! Can we simplify this a little so the choices stand out more?

04 Turning features into rewards

The result page still needed to introduce myViewBoard 3.0 without ending the game with a feature list. I turned the teacher’s choices into unlocked skills, framing each product feature as a reward they had earned.

[Image: Result Page, 'The Day Nothing Caught Fire': a story recap, an 'Igniter of Curiosity' character result, a 'You've Leveled Up!' attributes panel, and 'New Skills Unlocked' myViewBoard 3.0 feature cards, styled as an RPG bento grid.]
S

Sam Perinskie

Love it. The leveled-up moment really makes this feel like a reward.

FINAL EXPERIENCE

Landing Page

[Image: Landing Page, desktop and mobile: 'Welcome to the Classroom Quest' hero banner with an 'Embark on Your Quest' CTA, illustrated classroom-hero characters, and intro copy.]

Choose Your Companion

Mission Scenario

Result Page

IMPACT & REFLECTION

The direct hand-off

Shipped, but promotion was paused

Classroom Quest was completed and launched on ViewSonic's website. Before the planned campaign began, the myViewBoard 3.0 product team paused promotion to address usability issues in the core product. As a result, the campaign did not generate enough traffic to evaluate conversion or adoption reliably.

What I’d measure after launch

I’d track three signals: completion across all five scenes, clicks from the Result Page to the download page, and time spent in each scenario. Together, they would show whether the experience moved teachers from engagement to action.

Reflection

This project reshaped how I think about building design: as big-team collaboration, where communicating the work clearly and bringing the whole team along matters as much as the design itself.

Engineering

I involved engineering early and focused the build on the interactions that mattered most. Everything else stayed simple so we could ship on time.

Localization

Localization came in late, especially for Arabic and longer text. I created flexible templates so regional teams could adapt the layout without breaking the design.

Time Constraints

With only four weeks from concept to launch, I had to make fast decisions and prioritise what mattered most to the experience.

Play it yourself

This is the real game — it's live, but no one ever got to hear about it. Try it yourself.

[Image: myViewBoard 3.0 browser mockup showing the Classroom Quest game live on the ViewSonic Education website.]Embark on Your Quest

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