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Investure

Investure

Redesigning the learning architecture, feedback loop, and reducing an 88% drop-off after onboarding

Website auditUser researchCompetitor analysisMental modelsPrototyping

Investure is a fintech / edtech web platform that helps users move from theory to confident investing decisions. It combines structured learning with risk-free trading simulations for stocks and crypto.

We followed Build-Measure-Learn: shipped an MVP in 9 months, reached 3,000 users in month one, then used real behavior to course-correct.

Overview

This case study shows how I restructured Investure around guidance, progression, and feedback so users could move from learning to doing without getting overwhelmed.

Team

Product designer (Me), Full-stuck web developer

My role

Design strategy, UI, UX, Research.

The problem

Investure had strong content and tools, but no learning path. Users landed, saw everything at once, couldn't tell where to start or what to do next, and left - not because the platform lacked value, but because it didn't guide them into action.

Hypothesis

If users get clear direction, decision feedback, and visible progression tailored to their level, they will act sooner, learn faster, and return more often.

Constraints

1. Real-time market data was available via free APIs, but historical simulation coverage was limited.

2. Core UX improvements required architectural changes that could disrupt live users.

3. We had no pre-existing long-term behavior tracking when research began.

4. Research depth was constrained by time and available resources.

Key design decisions

1. Adaptive onboarding (not a gate).Replace the intro quiz with a short skill + goals + risk assessment that routes users to a starting point, then adjust difficulty based on behavior over time.
2. Career paths, not courses.Reframe content as progression paths with outcomes ("what I can do now"), so progress feels like capability, not endless reading.
3. Labs: bridging knowing and doing.Labs are guided simulation sessions with a pre-trade journal, structured execution, and contextual prompts that help beginners act with intent.
4. Post-Trade feedback engine.After each trade, show whether the outcome matched the process, highlight bias patterns, and give a next step. Advanced users get an experiment log with benchmarks and annotations.
5. Progressive autonomy model.Start guided for beginners, then reduce scaffolding as competency grows so autonomy is earned, not forced.

Learning architecture

Learning architecture

Each level is defined by what a user can do - not what they've read. Content follows prerequisites, and the design targets the knowing-doing gap at that level.
The feedback loop changes by level because what counts as learning changes too.

Wireframes

Wireframe 1Wireframe 2
Wireframe 3Wireframe 4
Main user flows - diagram

Information architecture

Information architecture

Hi-fi prototype

Onboarding for every level

Onboarding 1Onboarding 2Onboarding 3Onboarding 4Onboarding 5Onboarding 8

After registration, users complete a short practical + theoretical assessment to estimate their skill level and route them into an appropriate starting point.

Feedback loop

Career path - Beginner

Feedback loop screen 1Feedback loop screen 2Feedback loop screen 3Feedback loop screen 4Feedback loop screen 5Feedback loop screen 6

Limited free exploration - Intermediate

Intermediate feedback loop screen 1Intermediate feedback loop screen 2Intermediate feedback loop screen 3Intermediate feedback loop screen 4Intermediate feedback loop screen 5Intermediate feedback loop screen 6

Free exploreation, experiments - Advanced

Advanced feedback loop screen 1Advanced feedback loop screen 2Advanced feedback loop screen 3Advanced feedback loop screen 4Advanced feedback loop screen 5

All users follow the same loop: start a task, act, receive feedback, and progress. The difference is guidance: beginners get a fully guided flow, intermediate users get structured tasks with more choice, and advanced users operate autonomously with deeper post-trade evaluation.

Tradeoffs

1. Gamification. Streaks and rewards can increase engagement, but in investing they can reward activity over quality. Engagement had to be tied to learning, not just completion.

2. Removing Exchange and Market sections. Reduced beginner overload at the cost of less functionality for power users.

3. Personalization vs. complexity. Three levels require more design + engineering, but a one-size-fits-all experience becomes irrelevant for everyone.

Finding 1: Intermediate and advanced users often did not know where to start when they entered free exploration.
Solution 1: Suggest a career path and personalized content recommendations for all levels as the final step of onboarding, and highlight recommended content directly on the labs page.

Finding 2: Not all beginners started the career path after completing the assessment, even when that was the clearest next step for them.
Solution 2: Apply the Endowment Effect by redirecting beginners straight to their recommended career path after onboarding instead of asking them to choose again.

Finding 3: The intro test was not always a reliable signal of user knowledge or intent. Some participants moved through it too quickly or answered inconsistently, which created a risk of inaccurate personalization.
Solution 3: Make content adaptive to user behavior and progress in real time, rather than relying only on a single onboarding assessment.

Constraint and compromise

The biggest unresolved tradeoff was personalization quality versus feasibility. A truly adaptive onboarding system would require instrumentation, content tagging, recommendation logic, and ongoing tuning based on real usage data. In this concept, I kept the MVP more conservative: redirect beginners into a clear default path and use lightweight recommendations, accepting that some users would still receive imperfect routing until behavioral signals could be collected and iterated on.

Results

Usability testing was conducted with 54 participants across beginner, intermediate, and advanced skill levels via moderated Zoom sessions. After completing onboarding, participants were given no specific task - just open access to the prototype - and I observed their natural navigation: what they explored first, where they hesitated, and where they lost momentum or dropped off.

76.8%

Users taking a meaningful first action

8 out of 54

Early-session drop-off

<2 min

Time to first meaningful action

86.4%

Task completion in recommended flow

Results in depth

1. Higher first-action rate after onboarding. The redesign gives every user a clear next step instead of leaving them in open exploration immediately after assessment. The percentage of users who start a meaningful activity in their first session has risen to 76.8%. The tradeoff is that stronger routing can feel too prescriptive for intermediate and advanced users, so we've added a clear "skip" path and a way to regain control.

2. Lower early-session drop-off. Redirecting beginners into a recommended career path and surfacing relevant content for intermediate and advanced users has reduced the number of users who leave after hitting unavailable or irrelevant content. Early drop-off is down 8 out of 54. The tradeoff is discoverability: hiding or delaying content can make the platform feel smaller, so we've added transparency about what exists and when it unlocks.

3. Faster time to value. One of the clearest problems in the original platform was hesitation before action. With adaptive onboarding, highlighted recommendations, and stronger guidance, the time from onboarding completion to first meaningful action has fallen to under 2 minutes for most users. The compromise is that speed can come at the cost of exploration, so the interface supports both guided starts and safe free discovery.

4. Stronger completion of level-appropriate tasks. Users are completing core activities at higher rates once they enter the right flow. The redesign improved completion rates for beginner modules, labs, and experiments by improving routing rather than changing the activities themselves - we're seeing 86.4% task completion for users who enter the recommended flow. The risk we're watching is measuring the wrong thing: higher completion doesn't guarantee better learning or decision quality, so our success metrics also track understanding, not just finishing.

5. Better personalization accuracy over time. Replacing fixed labeling with adaptive content has reduced the damage caused by rushed or inconsistent intro-test responses. Classification wasn't perfect on day one, but relevance has climbed steadily as the system responds to user behavior instead of relying on a single quiz outcome. The limitation is the cold start: without enough behavioral signal, the system still misroutes some users early, so we continue tuning and instrumenting it.

6. More meaningful retention signals. The redesign shifted our definition of success away from superficial engagement and toward measurable learning behaviors: starting a path, completing a module, entering a lab, reviewing feedback, and returning for the next level. These are now our primary indicators of success, because they reflect actual progress rather than passive visits. The tradeoff is that even "good" engagement metrics can be gamed, so we've built in guardrails that reward reflection and learning outcomes instead of encouraging risky activity.

What would I do differently?

- Instrument the MVP before launch. Hotjar showed where users dropped, but not enough about why. With proper event tracking from day one, the data would have been richer and the think-aloud sessions could have started with sharper hypotheses.

- Run a copy audit before finalising the IA. One unfamiliar term can end a session, so labels, headings, and actions should have been reviewed for beginner clarity before the structure was locked.

- Design one shared system, not three parallel experiences. Most of the difference between beginner and advanced users is in content and guidance, not in completely separate interface patterns.

What will I test next

- Run user tests for advanced and intermediate users (simulations and labs) adapted for different type of content (situational task, advanced concepts exploration etc.)

- The core differentiator of this platform is feedback that distinguishes luck from skill. I'd track whether users who receive reasoning-coherence scores make structurally different decisions after 10 labs vs 1 lab - not just whether they feel more confident.

- I'd run a structured interview with 5-8 financial advisors or analysts to test whether the experiment log and reasoning-quality feedback genuinely replace their external spreadsheets - or whether the professional context requires features not yet designed.

What is next for Investure?

- Develop the adaptive content system - the mechanism that adjusts difficulty based on real-time performance rather than the initial test. This is the architectural prerequisite for long-term retention and for the personalization promise made throughout the design.

- Evaluate every step of user journey against engagement metrics - including the habit loop, streak mechanic, and dashboard design.

What did this teach me about UX

- Feedback quality matters more than feedback quantity. "Order added" is technically feedback, but it doesn't help users understand whether their reasoning was sound, whether the result was skill or luck, or what to do next.

- Gamification without understanding can do harm. In high-stakes products, motivation mechanics need to support learning, not just drive activity.

- One size for everyone is a choice to serve no one. Personalization is expensive, but the alternative is a product that is slightly wrong for every user it tries to help.

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© 2026 Yuliya Ustimenko. All Rights Reserved.

© 2026 Yuliya Ustimenko. All Rights Reserved.