
Overview
A cross-platform learning app — mobile-first, with a companion web experience — built to make studying feel more like play for school-age children. The product gives kids age-appropriate learning materials tied to their school curriculum, then layers gamification, social features, and parental oversight on top to keep them coming back.
My role
Lead Product Designer. I owned the design process end-to-end: stakeholder discovery, market research, UX flows, visual concept direction, and high-fidelity mockups across mobile and web, working closely with the engineering team through implementation.
The challenge
Kids don't lack access to learning content — they lack a reason to engage with it. Most educational apps either feel like school dressed in cartoon colors, or like games with thin educational value bolted on.
The real question I had to answer: How do you design an app that's genuinely fun for children across a wide age range, gives parents confidence that real learning is happening, and works seamlessly across the device a kid grabs after school and the desktop they sit at to do homework?
Discovery
Kickoff with the client
The first conversation was about understanding the client's vision and constraints — what existed, what they hoped to build, and what success looked like for them. I came out with enough context to start looking outward at the market.
Market research
I analyzed three direct competitors in depth and surveyed the broader category. The conclusion was clear: very few products in this space manage to be both educationally rigorous and genuinely engaging. Most lean too far one way or the other. That gap became the opportunity.
Defining the product
Across several follow-up sessions with the client, we shaped a clear point of view: the app would stand out by treating school content as the foundation, and gamification — ranks, badges, daily challenges, friend-to-friend competition — as the engine that keeps kids motivated to actually use it.
Problems I set out to solve
- Learning that doesn't feel like learning. The app needed to be visually exciting and rewarding without sacrificing educational value.
- One product, multiple age groups. A six-year-old and a twelve-year-old have very different needs, attention spans, and visual preferences.
- Motivation that lasts past day three. Most learning apps get downloaded, used briefly, and forgotten.
- Two users, one experience. Parents and children needed different views of the same product — the kid wants to play, the parent wants visibility.
- Consistency across mobile and web. Kids would move between devices, and the experience needed to feel like one product.
Design approach
I worked in tight weekly cycles with the client — sharing early concepts, gathering feedback, and iterating. Decisions were made together, but grounded in research and in what made sense for the kids who would actually use the product.
Key design decisions

An onboarding that gets kids playing fast
The first few minutes decide whether a child opens the app again tomorrow. I designed onboarding as a short, visual sequence — the parent sets up an account, adds a child profile with age and grade, and from there the child is dropped straight into a personalized home screen with content already tuned to their level. No tutorials, no walls of text. The product introduces itself through use, not explanation.

Gamified rewards that follow real progress
Every reward in the app is tied to actual learning activity — completing a quiz, hitting a daily streak, climbing a rank. Kids see their badges, points, and ranks evolve as they study, with celebratory moments at the points that matter most. The flow is designed so the reward feels earned rather than handed out, which is what makes gamification reinforce learning instead of replacing it.

Social features built for school friends
I designed the social layer around the people kids already know — classmates and school friends — rather than open networks. Children can add friends, compete on shared leaderboards, and chat about what they're studying, all within a controlled environment parents have visibility into. The flow keeps the social side motivating without ever pulling kids out of the learning context.

Subject quizzes that teach as kids play
The core learning loop happens in the practice quiz flow. A child picks a subject, works through questions with instant feedback, and sees a clear summary of what they got right and where they need more practice. I designed the interaction to feel light and game-like — animations, encouraging feedback, visible progress — so kids stay in the loop longer and learn more in a single session than they would from a textbook.

Exam mode for confirming what they know
Separate from practice, I designed an exam mode that simulates real school assessments. Timed questions, no hints, a clear final score. The visual language shifts slightly here too — calmer, more focused — to signal to the child that this is a different kind of activity. It gives kids (and their parents) a way to confirm what's been learned, and to spot where to go back and practice more.
What shipped
- Parent accounts with multiple child profiles
- Flashcard and exercise-based practice tied to the school curriculum
- Friend-based competition and learning ranks
- Badge and points reward system
- In-app exam mode for self-assessment before school tests
- Friend chat for studying together
- Daily streaks and progress tracking for parents
- Mobile and web experiences with shared visual and interaction language
What I took away from this project
The biggest lesson was about restraint in gamification — it's tempting to keep adding rewards, but every game-like element has to earn its place by reinforcing actual learning, not replacing it. Designing for two user types in one product (kids and parents) also taught me a lot about how to layer interfaces — keeping each experience focused on what that user actually came for. And working across mobile and web showed me that cross-platform consistency isn't about copying screens between devices; it's about preserving the same feel of the product regardless of where someone opens it.