PRODUCT & CONTENT DESIGN · INFORMATION ARCHITECTURE · 2026

ONCIO

Transforming Start Beyond's immersive learning app from a showcase platform into a lead-generation experience.

ONCIO is Start Beyond's immersive learning app, built to showcase VR and AR training for enterprise clients. The content was strong, but buyers could not tell whether it would work for their own teams. We reframed it from a content showcase into a lead-generation experience that helps buyers understand value, evaluate proof and move toward enquiry.

PRODUCT STRATEGY

CONTENT DESIGN

INFORMATION ARCHITECTURE

RESEARCH SYNTHESIS

ROLE

Product Designer & Project Lead

TEAM

5-person team

Start Beyond client project

DURATION

Feb to May 2026

TYPE

Product and content design

OUTCOME

Lead-generation redesign
Prioritised roadmap
Client handover

QUICK OVERVIEW

THE PROBLEM

Buyers could see the immersive content but could not determine whether it fit their team.

THE SHIFT

From a content showcase to a lead-generation experience built around buyer decisions.

MY ROLE

Led research synthesis, information architecture, content and prioritisation across a 5-person client project.

THE REAL PROBLEM

The challenge wasn’t content. It was decision-making.  

Start Beyond already had strong immersive training. In testing, the blocker was not the content. Buyers could see the experiences but could not connect them to their own context, so they browsed, watched, and left without acting.

"I can see what the experiences are,

but I can't tell if this would work for my team."

SYNTHESISED FROM USER TESTING FEEDBACK

CURRENT JOURNEY

01

Browse

02

Watch

03

Leave

DESIRED JOURNEY

01

Understand

02

Evaluate

03

Trust

04

Enquire

01

Users wanted proof before engaging

OPPORTUNITY

Surface business outcomes earlier in the experience.

02

Navigation created friction

OPPORTUNITY

Introduce persistent navigation across major sections.

03

Users lacked a clear next step

OPPORTUNITY

Create a dedicated Request a Demo pathway.

04

Content felt too generic

OPPORTUNITY

Personalise recommendations through onboarding.

REFRAMING THE OPPORTUNITY

From showcasing experiences to supporting decisions.  

REFRAMING THE QUESTION

WE STARTED ASKING:

"How do we showcase more immersive learning experiences?"

TO:

"How might we help enterprise buyers evaluate, trust and act on the value of immersive learning?"

DESIGN PRINCIPLES THAT GUIDED THE SHIFT

01

Lead with outcomes, not technology

Surface business results first. Technology is the enabler, not the story.

02

Reduce cognitive effort

Simplify navigation and hierarchy so users can evaluate without friction.

03

Create pathways to action

Every screen should move the user closer to a confident decision.

FROM RESEARCH INSIGHT TO STRATEGY

INITIAL ASSUMPTION

Users needed more information about immersive learning.

RESEARCH REVEALED

Users had information. The gap was connecting it to their business context.

REFRAMED OPPORTUNITY

Help decision-makers evaluate immersive learning as a practical business solution.

DESIGN STRATEGY

Prioritise proof, relevance and clear next steps over content volume.

STRATEGIC DECISIONS

Four decisions, each traced back to research.

01

PROPOSED FEATURE

GOAL: EARLY RELEVANCE

Personalise the experience before users see content

ONBOARDING FLOW

Welcome → Industry → Role

INSIGHT

Users struggled to identify which examples were relevant to their industry, role and training goals. The experience introduced content before establishing user context.

DECISION

Introduce a lightweight onboarding flow to capture role, industry and training interests before showing recommended content.

INTENDED IMPACT

Designed to reflect the user's role and industry from the first screen, helping buyers connect examples to their own team earlier.

02

REDESIGNED EXPERIENCE

GOAL: DECISION-LED NAVIGATION

Restructured around how users think, not how content is categorised

INSIGHT

Users relied on back navigation because the original structure was organised around content categories, not the questions buyers were trying to answer.

DECISION

Restructure the app navigation around a clearer decision pathway. Understand the offer, explore relevant solutions, evaluate proof and move toward enquiry.

INTENDED IMPACT

The experience shifted from passive browsing to active decision support, helping users understand where to go next and why.

BEFORE: CATEGORY-LED

AFTER: DECISION-LED

03

PROPOSED FEATURE

GOAL: BUILD TRUST THROUGH PROOF

Turn Case Studies into evidence for decision-making

INSIGHT

Users wanted proof before engaging. Demonstrations of immersive technology were not enough to help buyers judge whether the solution would work for their organisation.

DECISION

Redesign case studies to prioritise measurable outcomes, implementation scale, industry relevance and client success before feature details.

INTENDED IMPACT

Case studies became evidence of value, helping buyers evaluate business fit rather than simply browse capability.

04

PROPOSED FEATURE

GOAL: CLEAR PATH TO ENQUIRY

Turn interest into a structured enquiry path

INSIGHT

Users lacked a clear next step after exploring content. There was no obvious pathway from interest to enquiry.

DECISION

Create a dedicated multi-step Request a Demo flow, accessible through a persistent CTA across key sections of the app.

INTENDED IMPACT

The experience gave interested users a clear next step, turning exploration into a structured enquiry path.

PRODUCT THINKING AND PRIORITISATION

We didn't propose a full rebuild. We made commercially realistic decisions.

PRIORITISED RECOMMENDATIONS

MUST HAVE

High impact · Low to mid effort

Guided user journey

Restructure around decision-making

Persistent navigation

Access all sections from anywhere

Request a Demo CTA

Clear pathway from interest to enquiry

Outcome-focused case studies

Lead with evidence, not technology

SHOULD HAVE

High impact · Mid effort

Simplified onboarding

Lightweight role and industry capture

Multi-step demo form

Capture context before connecting

Stronger storytelling

Interactive, narrative-led context

COULD HAVE

Lower priority · Higer effort

Interactive module carousel

Enhanced content discovery

Prioritised based on user value, business impact and implementation feasibility.

KEY TRADEOFFS

TRADEOFF 01

Complete redesign vs incremental improvement

High-impact changes were integrated into the existing ecosystem to balance user need, business value and feasibility.

TRADEOFF 02

Personalisation vs initial friction

Lightweight onboarding added one step but improved relevance across the rest of the experience.

TRADEOFF 03

Technology showcase vs business evidence

Research showed buyers needed proof of value, so content shifted from immersive features to measurable outcomes.

ROLE AND CONTRIBUTION

What I led, shaped and delivered.

My role sat between research, content strategy and product direction, helping the team translate user uncertainty into a clearer decision-making experience.

RESEARCH

Understand

PRODUCT DIRECTION

Define

CLIENT HANDOVER

Deliver

01

LEADERSHIP

Led client communication and weekly alignment

Coordinated team delivery checkpoints

Kept scope focused on client priorities

02

RESEARCH

Planned and facilitated user interviews

Synthesised findings into opportunity areas

Translated uncertainty into design priorities

03

DESIGN

Shaped Request a Demo enquiry flow

Designed Training Builder recommendation path

Reframed Case Studies around business proof

04

STRATEGY

Consolidated recommendations into a roadmap

Prioritised by user value and feasibility

Prepared final client handover direction

KEY EXPERIENCES SHAPED

PERSONALISED ONBOARDING

REQUEST A DEMO

TRAINING BUILDER

CASE STUDIES

FINAL ROADMAP

From user uncertainty to clear, actionable outcomes.

REFLECTION

Designing for decisions, not just usability.

REFLECTION

01

I first approached ONCIO as a usability problem. Research showed the deeper issue was not more information, but helping buyers understand what the information meant for them.

02

The strongest design decisions helped buyers connect ONCIO’s immersive learning content to their own business context, building clarity, trust and action.

03

This project changed how I think about product and content design. A better experience does not just help people use something; it helps them understand, decide and move forward.

WHAT I TOOK FROM IT

Problem framing shapes the outcome.
The most valuable shift came from reframing the app around buyer decision-making, not simply adding more content.

Research synthesis is a design skill.
The value came from translating uncertainty, hesitation and business needs into clearer product and content decisions.

Constraints can sharpen the work.
Working within the existing app pushed the redesign toward practical, high-impact changes rather than idealised solutions.

Strategy and craft need each other.
The final experience needed both clear structure and thoughtful interaction details to feel useful and credible.

KEY TAKEAWAY

The biggest lesson was that research, content strategy, information architecture and product thinking work best when they support the same goal: helping people understand value and make clearer decisions.