PRODUCT & CONTENT DESIGN · INFORMATION ARCHITECTURE · 2026

ONCIO

Turning ONCIO from a content showcase into a guided buyer experience.

ONCIO is Start Beyond's immersive learning app, built to showcase VR and AR training experiences for enterprise clients. While the content was strong, prospective buyers could not easily tell which experiences were relevant to them, how they created business value, or what to do next.


I helped reframe the app from a passive showcase into a guided experience that supports understanding, evaluation and 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

Buyer journey redesign
Prioritised roadmap
Client handover recommendations

QUICK OVERVIEW

THE PROBLEM

Buyers could browse immersive training examples, but could not easily understand relevance, proof of value or next steps.

THE SHIFT

We reframed the app around how enterprise buyers evaluate training solutions.

MY ROLE

I led research synthesis, information architecture, content strategy 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 content. The issue was not what they offered, but how buyers made sense of it. Testing showed that users could browse examples, but struggled to connect them to their industry, role and training needs.

"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

KEY OPPORTUNITIES:

surface proof earlier, reduce navigation friction, create a clear next step, personalise by user context.

REFRAMING THE OPPORTUNITY

WE STARTED ASKING

"How do we showcase more immersive learning experiences?"

REFRAMED TO

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

DESIGN PRINCIPLES

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.

ROLE AND CONTRIBUTION

What I led, shaped, and delivered.

My role sat between research synthesis, product direction and client handover. I helped the team translate user uncertainty into a clearer, more guided buyer experience.

RESEARCH

UNDERSTAND

PRODUCT DIRECTION

DEFINE

CLIENT HANDOVER

DELIVER

  • Led client communication and weekly alignment

  • Synthesised user testing into opportunity areas

  • Shaped the information architecture and content strategy

  • Designed the Request a Demo flow and Training Builder direction

  • Reframed case studies around business proof

  • Consolidated recommendations into a prioritised roadmap

KEY EXPERIENCES SHAPED

PERSONALISED ONBOARDING

REQUEST A DEMO

TRAINING BUILDER

CASE STUDIES

FINAL ROADMAP

From user uncertainty to clear, actionable outcomes.

DESIGN DECISIONS

Four design 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.

DECISION

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

INTENDED IMPACT

Help buyers connect examples to their own team earlier in the journey.

02

REDESIGNED EXPERIENCE

GOAL: DECISION-LED NAVIGATION

Restructure navigation around buyer questions.

BEFORE

Category-led browsing

AFTER

Decision-led navigation

Home

Explore

Demo

Cases

Builder

INSIGHT

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

DECISION

Redesign the navigation around a clearer path: understand the offer, explore relevant solutions, evaluate proof and move toward enquiry.

INTENDED IMPACT

Shift the experience from passive browsing to active evaluation.

03

PROPOSED FEATURE

GOAL: BUILD TRUST THROUGH PROOF

Turn case studies into evidence for decision-making.

INSIGHT

Buyers wanted proof before engaging. Immersive demos alone did not help them judge whether the solution would work for their organisation.

DECISION

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

INTENDED IMPACT

Help buyers evaluate business fit, not just browse immersive capability.

04

PROPOSED FEATURE

GOAL: CLEAR PATH TO ENQUIRY

Turn interest into a structured enquiry path.

INSIGHT

Users had no obvious pathway from interest to enquiry after exploring the content.

DECISION

Create a dedicated multi-step Request a Demo flow, supported by persistent CTAs across key sections of the app.

INTENDED IMPACT

Give interested buyers a clear next step and capture useful context for follow-up.

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

Persistent navigation

Request a Demo CTA

Outcome-focused case studies

SHOULD HAVE

High impact · Mid effort

Simplified onboarding

Multi-step demo form

Stronger storytelling

COULD HAVE

Lower priority · Higer effort

Interactive module carousel

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

KEY TRADEOFFS

TRADEOFF 01

Complete redesign vs incremental improvement

We focused on high-impact changes that could work within the existing ecosystem.

TRADEOFF 02

Personalisation vs initial friction

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 before details about capability.

REFLECTION

Designing for decisions, not just usability.

Problem framing shapes the outcome.

The most valuable shift came from reframing the app around buyer clarity and evaluation, not simply adding more content.

Research synthesis is a design skill.

The work came from translating uncertainty, hesitation and business needs into clearer product and content decisions.

Constraints sharpened the solution.

Working within the existing app pushed the redesign toward practical, high-impact changes instead of idealised solutions.

KEY TAKEAWAY

Good product design does not just help people use something. It helps them understand value, make decisions and know what to do next.