Skip to content
WorkBlogAboutContact
Gautham RavikiranSay hiGitHubLinkedIn

Still building at the crossing.

© 2026

Laerdal Medical, British Heart Foundation 2024

Designing Story-Driven CPR Training Experiences

A CPR training application that transforms passive learning into active participation through story-driven guidance, real-time feedback, and collaborative interactions. The system helps students build confidence in life-saving skills by reducing cognitive load and creating memorable, engaging learning experiences.

Role

Lead UX Designer & Researcher

Duration

6 months

Team

3 designers, 2 researchers

Outcome

Redesigned prototype deployed for classroom testing

Classroom RevivR redesigned interface
The redesigned Classroom RevivR app transforms passive learning into active participation through story-driven guidance and real-time feedback.

15%

Task completion improvement

100%

Positive feedback rate

Deployed

Production-ready prototype

Skills training, not engagement

Standardized CPR training works for skills, but not for engagement. The original Classroom RevivR app failed to capture how students actually learn, process information, and stay motivated during critical training.

Teachers and students knew that better engagement leads to better retention. They lacked systematic ways to reduce cognitive load and create meaningful learning moments. The challenge was not just about interface design. It was about understanding how teenagers learn, what motivates them, and how to make life-saving skills feel accessible rather than overwhelming.

85% students reporting confusion · 0 real-time feedback mechanisms · 100% passive learning experience

Students were confused. They didn't know what to do next, and they couldn't tell if they were doing CPR correctly. The app felt like work, not learning.

— Teacher

How teenagers actually learn

To understand how students actually learn and what motivates them, I conducted extensive user research with students and teachers across UK secondary schools. This research revealed that the learning data we needed was not missing—it was hiding in how teenagers naturally interact with digital experiences.

Educational research shows that story-driven learning, collaborative activities, and real-time feedback significantly improve retention and engagement. These principles are well established in learning science, but they were not applied to CPR training applications. Teenagers expect interactive, social, and rewarding experiences from digital tools. The original app treated them as passive recipients of information.

Our research revealed that students wanted to work together, see their progress, and celebrate their achievements. They needed clear guidance at each step, not overwhelming instructions upfront. Most importantly, they needed to feel confident, not confused.

Contextual research and ideation
Ideation process: exploring different approaches to transform passive learning into active participation through story-driven guidance and collaborative interactions.
User journey map
Complete user journey map documenting the student experience, from initial confusion to building confidence through the redesigned learning flow.

Guide, not dictate

I designed a student-centered learning experience that transforms passive instruction into active participation. The system uses story-driven guidance, real-time feedback, and collaborative interactions to support learning at every step.

Rather than treating engagement as an afterthought, I embedded interactive elements, social collaboration, and progress feedback into the core learning flow. Every design decision was grounded in learning science principles and user research insights.

The redesigned interface lives inside the classroom environment. Story-driven guidance informs learning modules presented as interactive, step-by-step experiences. The system follows a "guide, not dictate" approach. Students always have clear direction, but they maintain agency in their learning journey.

Ideation process
Ideation process: exploring different approaches to transform passive learning into active participation through story-driven guidance and collaborative interactions.
Solution overview
Solution overview: the redesigned interface integrates story-driven guidance, real-time feedback, and collaborative learning elements to create an engaging experience.

The design in the classroom

The design layers engagement mechanisms alongside instructional content. Students can see not just what to do, but how they are progressing and what they have achieved. Every interaction provides immediate feedback. This supports confidence building and enables students to adjust their approach in real time.

Key solutions designed
Key solutions designed: story-driven modules, real-time feedback mechanisms, and collaborative quiz interactions that transform the learning experience.
Five key features
Five key features designed: interactive story progression, real-time performance feedback, collaborative team quizzes, progress visualization, and shared celebration moments.
Classroom setup
Classroom setup
Concept design feedback
Concept design feedback
User testing and individual contribution
Individual contribution: two key features I designed for the project, showing how these solutions were appreciated by students and stakeholders during concept design sessions.

Story over instruction

Story over instruction
Traditional training apps present information as static instructions. Our system embeds learning within an interactive narrative. Students progress through a story where each step builds naturally on the previous one. This approach reduces cognitive load by presenting information in context, not in isolation. As one student noted, "It felt like I was actually doing something, not just reading about it."
Feedback over silence
The original app provided no feedback during practice. Our design integrates real-time visual and textual feedback at every interaction. Students immediately know if they are performing correctly or need adjustment. This creates a continuous learning loop that builds confidence through practice. One teacher observed, "Students could actually see their progress. That made all the difference."
Collaboration over isolation
We redesigned the team quiz to require active dialogue between student pairs. Instead of working in silence, pairs must discuss and align on answers before proceeding. This transforms passive quiz-taking into social learning. Students engage with the material more deeply when they must explain and defend their choices to a partner.
Celebration over completion
We added a shared celebration animation that triggers across all classroom screens when training completes. This transforms a simple completion event into a memorable, positive moment. The celebration creates emotional resonance that helps students associate positive feelings with CPR training. This emotional connection improves retention and makes the experience more meaningful.

Working with my partner on the quiz made me think more about the answers. I had to explain why I thought something was correct.

— Student

The celebration at the end was fun. It made finishing feel like an achievement, not just the end of a lesson.

— Student

What the classrooms proved

This project proved that engaging, student-centered design can significantly improve learning outcomes. We took a confusing, passive experience and turned it into a systematic framework that students actually wanted to use. The story-driven approach, real-time feedback, and collaborative elements support better retention, confidence building, and active participation in life-saving skills training.

The redesigned experience addresses critical barriers in CPR training: cognitive overload, lack of engagement, and passive learning. By transforming instruction into interactive storytelling and enabling collaborative learning, students develop deeper understanding and retain life-saving skills more effectively. The 15% improvement in task completion demonstrates that reducing cognitive barriers enables students to focus on actual learning rather than struggling with interface complexity. The 100% positive feedback rate indicates strong student engagement and willingness to adopt the new approach, suggesting potential for broader classroom deployment across UK secondary schools.

It felt like I was actually doing something, not just reading about it. The feedback helped me know I was doing it right.

— Student

Students could actually see their progress. That made all the difference. They were more confident and engaged throughout.

— Teacher

Removing barriers, not making it easier

Engagement is not about making learning easier. It is about removing barriers so students can focus on what matters, presented in ways that support rather than replace active participation.

  • Run longitudinal retention studies to measure long-term skill retention.
  • Test with a larger, more diverse student sample.
  • Create teacher training and support materials to ensure smooth classroom adoption.

Next project

Designing with AI-enabled Patient Archetypes from Online Health Communities

Designing with AI-enabled Patient Archetypes from Online Health Communities

A reproducible, human-in-the-loop pipeline that turns patient narratives into behavior-focused archetypes for clinical use.

Erasmus MC · 2025
View all work