Laerdal × British Heart Foundation · 2024 · Lead designer

Students were practising CPR with no idea whether they were doing it right. I rebuilt the training so they learn by doing, and 15% more finished.

Laerdal's CPR training app for UK secondary schools relied on passive video with no interaction or feedback. I led the redesign around story, live feedback, and paired exercises over six months.

Research · Design · Test with students · Deliver

Role

Lead designer & researcher

Timeline

6 months, 2024

Team

3 designers, 2 researchers

Partners

Laerdal × British Heart Foundation

Outcomes

  1. 01Students completed 15% more of the CPR training. The same students tried the old app and the redesign, so the comparison is like for like.
  2. 02Students could finally see whether their compressions were good, through a live quality indicator the original app did not have.
  3. 03Made students teach each other: neither partner could move on until both agreed on the answer.
  4. 04Handed the design to Laerdal and presented it to 24 designers in Norway, who took the team and story mechanics forward.

01 · The problem

User journey map of the original CPR training experience showing points of confusion
The journey map of the original training, tracing one lesson from arrival to finish. The lower band collects what students said at each step, and it is where the confusion clusters. Click to open it full size.

Passive instruction in a split-focus classroom

The original app delivered CPR instruction through video and narration. Students watched a sequence of clips, listened to a voice-over, and moved to the next section. There was no interaction, no feedback on compression quality, and no way to track progress. The format was 100% passive.

Each student operated on their own device while tracking a shared teacher screen and a physical CPR pillow. Three simultaneous attention targets in a room full of talking teenagers. 85% of students said they were confused.

The app assigned no role to teachers. They pressed next on a laptop to advance slides. Some wanted more involvement in the lesson. Others treated it as a mandatory checkbox.

02 · Research

Contextual research with students and teachers at a UK secondary school
A sketch from the classroom observation. One student, three things asking for attention at once: their own device, the shared teacher screen, and the CPR pillow in front of them.

Six students, three teachers, one school

I interviewed six students and three teachers at one UK secondary school to understand how the training played out in a real classroom. Laerdal had prior field testing across 100+ school children in the UK, so broad usage patterns were already documented. My research targeted why, looking at what students felt, where teachers stepped back, and which moments caused confusion.

A team of seven conducted a cognitive walkthrough of the full experience to map friction points before speaking to students. The walkthrough surfaced three structural problems. The app offered no moments of delight, it expected teamwork without facilitating it, and it left classroom distractions unaddressed.

Students engaged most through story, through working with a partner, and through feedback they could act on right away. The existing app offered none of those.

03 · The redesign

Early ideation sketches for story-based CPR instruction
Ideation with the team. Every sticky is one idea for making the lesson active, clustered into the three that survived: a story to follow, feedback you can act on, and a reason to work with the person beside you.
Solution framework with story structure, feedback loops, and teacher pause points
The redesigned lesson end to end. The story runs along the top, the teacher pause points sit between activities, and the feedback loop runs underneath every practice moment.

Story-based instruction with teacher pauses

The original app was a fully developed product already running in classrooms, so this was a rebuild of the experience on top of it rather than a new build from scratch. I replaced the linear video sequence with a story-based structure built around a person to save, one instruction at a time, paced by the student. The narrative gave each step a reason. Students moved through the training because the scenario demanded it, not because a timer expired.

Teacher engagement was split. Some wanted direct involvement. Others pressed next and stepped back. Forcing participation would alienate the second group. I designed pause moments between activities where teachers could step in, ask questions, or add context without a script. Three designers and two researchers worked on the redesign over six months.

My call

Replaced the instruction list with a paced story.

A list presents everything at once. A story reveals one step at a time, when the student needs it. This reduced how much students had to hold in their heads. "It felt like I was actually doing something, not just reading about it."

04 · What changed

Diagram of the five changes to the training loop, covering story, feedback, paired quiz, progress, and celebration
The five screens that carry the redesign: joining the class, coaching a teammate through their compressions, the paired quiz, live compression quality, and the class finishing together.
Designed solutions showing story modules, feedback mechanisms, and collaborative quiz interactions
The designed screens in detail. Each one replaces a passive step in the original with something the student does, decides, or gets told about their own performance.

Five changes to one training loop

The redesign introduced five changes to the training loop. A story structure replaced the video playlist. Live feedback on compressions replaced silence. A paired quiz replaced individual multiple choice. Visible progress per student replaced a blank status bar. A class-wide celebration at the end replaced an abrupt stop.

Each change targeted a specific gap in the original. The story addressed passive consumption. Live feedback addressed the absence of any quality signal during practice. The paired quiz addressed isolated recall. Visible progress addressed disorientation. The celebration addressed the missing sense of closure.

My call

I added live feedback on every compression.

The original app gave zero feedback on compression quality. Showing progress as students practice turns repetition into learning. "Students could see their progress. That made all the difference."

05 · Working together

Students testing the paired quiz during usability sessions
Testing in the classroom it was built for. Students ran the paired quiz on their own devices while we watched where they turned to their partner and where they stalled.
Classroom setup with student devices and shared teacher screen
The room as the lesson actually runs: one shared teacher screen at the front, a device per student, and pairs working on the floor around a CPR pillow.

Paired quiz

I redesigned the quiz so partners had to discuss each question and agree on an answer before the app advanced. This forced explanation, since students could not guess silently. They had to articulate reasoning to a peer.

The hardest problem in the project was getting assigned pairs to genuinely cooperate, since pairs who had not chosen each other started with no reason to. The mechanism that solved it was mutual dependency, since neither student could proceed alone.

When a pair finished, a celebration appeared across every screen in the classroom. The collective moment made individual completion visible to the group.

“Working with my partner made me think more about the answers. I had to explain why I thought something was right.”
Student, UK secondary school

06 · The outcome

The finished story-driven CPR training app at the feedback moment
The training as delivered to Laerdal. A student opens on the scenario rather than a video playlist, and every step from here is one they take themselves.

Within-subjects comparison and delivery

Twelve students participated in the usability test. Six of them compared the original app against the new design in a within-subjects setup, the same students using both versions with tasks timed. Confidence was measured on a Likert scale.

Completion rose 15%. Students reported higher confidence, less pressure, and described the experience as more active. Twelve students at one school makes this a directional result, and a wider study is the natural next step. The finished design was delivered to Laerdal.

Laerdal took it further. We presented the work to their Norway team, around twenty-four designers, who took forward the team mechanics and the storytelling design in particular.

What students named most often was the story. Ahead of the feedback indicator and the paired quiz, the narrative structure was the change they brought up unprompted.

Facilitation is the next phase. Teachers were interviewed before the redesign and the design gives them pause moments to step into, and building that out into a full facilitation guide was scoped as work beyond the six months.

“It felt like I was actually doing something, not just reading about it.”
Student, UK secondary school

Want the full story?

Next for this work — a teacher facilitation guide, longer-term retention studies, and a wider sample than one school.

If any of it is useful to you, I'd enjoy talking it through — the reasoning, the trade-offs, and the parts that did not work.

Talk through this work

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