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Catechumenate Digital Companion

DESIGNING A HYBRID LEARNING EXPERIENCE FOR FAITH FORMATION

The Catechumenate is a long-term Christian faith-formation process centered on reading, reflection, discussion, and spiritual growth. While meaningful, the experience relied heavily on printed books and in-person meetings, making it difficult for some participants, especially busy adults and younger users, to remain engaged consistently.

Our goal was to design a hybrid digital companion that supports, not replaces, the in-person experience by making content more accessible, reflective, and community-oriented.

YEAR

DURATION

Role

2025

3 Months

UX Design

Mockup #1.jpg

Catechumenate Digital Companion

THE PROBLEM

Participants had different levels of faith experience, schedules, and learning preferences, but the existing process offered limited flexibility.

From interviews and observations, we found several challenges:

  • Long reading assignments felt difficult to maintain.

  • Participants wanted clearer guidance and supplemental explanations.

  • Leaders needed easier ways to organize content and discussion.

  • Spiritual formation activities were difficult to track.

  • Existing experiences lacked continuity between meetings.

Catechumenate Digital Companion

THE CONTRIBUTION

As part of the UX team, I contributed to:

  • Conducting stakeholder interviews

  • Synthesizing qualitative findings

  • Building personas and user stories

  • Designing interaction concepts

  • Creating wireframes and content structure

  • Participating in evaluation and iteration

Catechumenate Digital Companion

DESIGN PROCESS

Data Elicitation

METHOD

We conducted contextual interviews with ministry leaders and stakeholders involved in the Catechumenate program.

Participants

  • Creative Art Director (2 years of ministry experience)

  • Church staff members

  • Program facilitators

Research Questions

  • What led participants into faith formation?

  • How are groups currently organized?

  • What tools support learning?

  • How does success get measured?

Faith backgrounds varied significantly

Participants ranged from:

 

  • First-time explorers

  • Busy church attendees

  • Long-term Christians seeking depth

 

This meant one rigid experience would not work.

Spiritual growth mattered more than completion

Success was measured by:

  • Starting ministry

  • Developing spiritual practices

  • Community engagement

  • Continued discipleship

Existing materials lacked flexibility

Current experience:

  • Printed books

  • Group discussion

  • Manual scheduling

Desired additions:

  • Definitions

  • Supplemental readings

  • Accessible summaries

  • Optional digital support

Data Modeling

USER ROLES

Program Administrator (Pastor)

  • Needs visibility into program outcomes and consistent materials.

Icon

Data Modeling

USER PERSONA

To represent different engagement styles and motivations, we created personas based on participant goals, constraints, and expectations throughout the Catechumenate experience.

Portrait Of Man

Lead Pastor • 32 • Married • Parent

Paula

Pastor Paula oversees discipleship programs while balancing leadership responsibilities and limited time.

GOALS

  • Ensure consistent and meaningful discipleship across groups

  • Approve and distribute learning materials efficiently

  • Track overall engagement without creating an administrative burden

  • Support leaders while maintaining quality of experience

FRUSTRATIONS

  • Limited time to review all program materials

  • Difficulty measuring spiritual growth through traditional metrics

  • Managing multiple groups with inconsistent teaching approaches

  • Administrative tasks taking attention away from ministry work

Professional Woman Portrait

Participant • Receptionist • Single Parent • 38

Barbara

Barbara wants to grow spiritually but struggles to find time within her busy daily schedule.

GOALS

  • Continue growing in faith consistently

  • Participate without increasing stress

  • Access content quickly and conveniently

  • Stay connected with the group despite limited time

FRUSTRATIONS

  • Long reading assignments feel overwhelming

  • Difficulty remembering reflections and activities

  • Rarely has time to sit at a laptop

  • Falling behind reduces motivation

Professional Woman Portrait

Facilitator • High School Teacher • 58

Larry

Larry enjoys teaching and values meaningful discussions and structured preparation.

GOALS

  • Prepare sessions efficiently

  • Guide deeper group discussions

  • Access organized supplemental resources

  • Keep participants engaged and accountable

FRUSTRATIONS

  • Limited preparation time each week

  • Gathering materials from multiple sources

  • Difficulty adapting lessons for different experience levels

  • Manual organization of class resources

Professional Portrait Pose

Participant • Construction Supervisor • 62

Sam

Sam seeks deeper understanding and values thoughtful reflection and intellectual engagement.

GOALS

  • Explore theology beyond required materials

  • Reflect deeply on readings and discussion questions

  • Access additional scholarly resources

  • Continue long-term spiritual growth

FRUSTRATIONS

  • Limited supplemental materials available

  • No structured way to document deeper insights

  • Difficulty connecting core content to advanced resources

  • Feels constrained by surface-level discussion

Data Modeling

ARTIFACT ECOSYSTEM

Users currently interact through:

Artifact
Who
Purpose / Description
Catechumenate
All Users
Provides structure, reading, exercise, and discussion questions
Workbook or Journal
Participants
Record reflections, favorite quotes or personal notes
Discussion Question Sheet
Leaders / Participants
Prompt discussion after reading
Scripture Memorization Cards
Participants
Help memorize short Bible verses per chapter
Supplemental Resources List
Leaders
Provides reading lists, related media, ring binders or supplies
Video Clips / Media
Presenter / Pastor
Visualize the prompt under PowerPoint or printed outline
Prayer & Response Cards
Church Staff / Participant
Collect prayer requests or reflections
Digital Platform
All Users
Website or app for accessibility, connection, and reflection

Design Solution

DESIGN DIRECTION

We proposed a hybrid web application connecting printed materials with digital engagement.

QR Integration

Printed materials linked to:

  • Definitions

  • Videos

  • Reflection prompts

Reflection Support

  • Assignment reminders

  • Reflection prompts

Leader Toolkit

  • Discussion slides

  • Teaching outlines

  • Resource management

Community Layer

  • Group discussions

  • Meeting coordination

  • Shared progress

Design Solution

PERVASIVE INFORMATION ARCHITECTURE

This design approach creates continuity between physical and digital experiences by connecting printed Catechumenate materials with online resources.

Pervasive Information Architecture

Design Solution

ECOLOGICAL CONCEPT DIAGRAM

The ecological model visualizes relationships between participants, leaders, content, physical artifacts, and digital tools. Rather than replacing in-person interaction, the platform serves as an ecosystem that strengthens communication, reflection, and long-term engagement.

Ecological Concept Diagram 1
Ecological Concept Diagram 2

Design Solution

INTERACTION DESIGN

Storyboard

The storyboard illustrates how users move through the Catechumenate experience over time, highlighting moments of reading, reflection, discussion, and community interaction. It helped define user flow and identify opportunities for support and motivation.

Interaction Design

Wireframe

Wireframes translated research insights into interface structures and screen layouts. The designs focused on reducing friction, improving accessibility, and creating a clear path between reading materials, assignments, and reflection activities.

Wireframe

Design Solution

EMOTIONAL DESIGN

The emotional design strategy focused on creating an encouraging and supportive experience rather than a task-oriented learning platform. Visual and interaction decisions were intended to help users feel welcomed, motivated, and connected throughout the process.

Microinteractions
Small moments of feedback, such as encouraging messages after completing readings or assignments, were designed to create a sense of progress and care.

Aesthetic
Decorative typography, icons, and light visual elements were used to create warmth and reinforce reflection and encouragement.

Tone & Language
All communication avoids accusatory or pressure-based language. Notifications and reminders emphasize encouragement, grace, and continued engagement.

Moddboard

IDEATE

TYPOGRAPHY & COLORS

REBORN
ABCDEFGHI abcdefghi

Sandy Brown

#D29865

Yellow-green

#B6D039

Sandy Yellow 

#FCCE91

Lavender

#9A80AD

Azure

#69A8C2

Prototype

PROTOTYPE FEATURES

A mobile-first companion experience supporting:

  • Reading

  • Reflection

  • Community

  • Long-term motivation


Highlight Feature — Growth Plant

Users earned progress through completing readings and reflections.

Instead of showing percentages:

The experience visualized progress as plant growth to reinforce sustainable spiritual development.

Prototype 6
Prototype 1
Prototype 5
Prototype 3
Prototype 2
Prototype 4
Prototype Map
Empty Church Pews

Catechumenate Digital Companion

REFLECTION

This project gave me an opportunity to explore collaboration and interaction design more deeply. Although I had some experience with Figma, this was my first time using it to build a full prototype. I spent time learning through tutorials, experimenting with animations and interactions, and sharing ideas with teammates to create a more engaging experience.


Our team worked closely together, almost like pair programming, giving constant feedback and solving problems together. Through that process, I learned that collaboration often leads to stronger design decisions. One example was shifting the visual direction from making the website feel more professional to making it more playful and welcoming, since the Catechumenate already involves a lot of reading.


One challenge was balancing different opinions and staying aligned, especially during midterms and fall break. Looking back, I think more planning and discussion early on would have improved communication and workflow.


I was also disappointed that we could not conduct a UX evaluation using our own prototype because the class selected one of four team prototypes instead of ours. I think it would have been really fun to test our design, receive feedback, and continue improving it. Even so, this project helped me grow in collaboration, prototyping, interaction design, and designing experiences that support people emotionally, from a more professional feel to a more playful, welcoming one, not just functionally.

Mockup #1.jpg

LET'S CONNECT

I believe that I can still deliver emotions, thoughts, and meanings through my art. 

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