

Connectr
recruiting new IT students
Company
Company
Connectr
Role
Role
Product Designer
Category
Category
Gamification
Year
Year
2023
While working on a project for a hallway showpiece for Connectr, a new deeper desire was discovered.
What was the opportunity?
Connectr first came to us with a straightforward request. They wanted an interactive installation for their new shared workspace. Something eye-catching that would spark conversations with visiting students and maybe even help attract future employees.
But as we dug into the brief, something else surfaced. The issue was not inside the building. The real problem sat much earlier in the timeline. Fewer and fewer students were choosing technical studies in the first place. If that trend continued, Connectr could build the most engaging installation imaginable and still struggle with the long-term goal behind it.
So the question shifted.


How might we use Connectr’s projects to cultivate more tech-oriented students?
The process
To understand the students we were designing for, we went through interviews, quick prototype sessions and a look at existing programs meant to inspire interest in tech. We wanted to know what helps students feel confident about choosing a technical path and what creates doubt.


One theme kept resurfacing. Students gravitated toward experiences that felt playful and low-pressure. They learned best when something felt like an invitation rather than a test. That insight pulled the project in a clear direction.
We began shaping concepts around game-like exploration. I studied Connectr’s real projects to see how they could translate into mechanics and challenges inside a game environment. At the same time, I analysed successful educational games to understand how they balance curiosity and learning without overwhelming the player.
Eventually we built a vertical slice in Adobe XD to test the flow and get reactions to the core idea. This early prototype helped us refine the pacing, the tone and the type of tasks that made sense for students encountering these themes for the first time.
The solution
Both Connectr and the students responded well. The experience felt accessible, and the potential for using gamification as an entry point into tech became clear.
The project also taught me a few things. Using client projects inside a game only works when there is enough substance to build from, and Connectr’s projects gave us that foundation. And on a more practical note, this was a reminder that sticking to familiar tools can keep you from exploring stronger solutions. Next time, I plan to push myself earlier and experiment with tools beyond my usual comfort zone.

Special thanks to my project partner Rik. It was a pleasure to work with a friend.
Adnan Hadzic




