HCI Project · 2024

Designing Smart Kids
Game and Learn

A multi-platform English learning app for children — designed across web, mobile, and Apple Vision Pro, grounded in Nielsen's heuristics from the first wireframe.

My Role
UI/UX Designer
Team
4 members
Platforms
Web · Mobile · Apple Vision Pro
Tools
Figma · Webflow
Framework
Nielsen's 10 Heuristics
The Problem

Children abandon language apps within days

Existing platforms fail young learners in predictable ways: interfaces designed for adults, no reward systems that create habit, and experiences that don't adapt across the devices children actually use throughout the day.

The brief was direct: design something that feels genuinely fun — not just educational with a bright color scheme applied on top. That meant solving three distinct design problems simultaneously.

Problem 01

Engagement Gap

Children abandon apps within days without game-like reward loops that create daily return motivation.

Problem 02

Multi-device Reality

Kids switch between phone, tablet, and desktop — the experience needed to work everywhere without losing coherence.

Problem 03

Input Constraints

Each platform has fundamentally different input affordances — especially Apple Vision Pro, where a keyboard is the worst possible solution.

Our Process

From sketch to three platforms

We started with a handwritten workflow diagram to map every user path — from welcome through authentication, avatar creation, gameplay, the shop, and back to profile. This ensured the information architecture was clear before any screen design began.

workflow

Early workflow sketch mapping all user paths: Welcome → Auth → Home → Learn / Shop / Profile — drawn before opening Figma

01 — Research

Understand the User

Studied children's learning patterns. Identified that motivation systems and immediate visual feedback are critical for this age group.

02 — Define

Map the Architecture

Sketched user flows covering all paths: authentication, avatar setup, 4 game types, shop, and progress tracking across all platforms.

03 — Design

Build in Figma

Wireframed then high-fidelity, applying color psychology and visual hierarchy. Shared component library across all 3 platforms.

04 — Evaluate

Heuristic Review

Evaluated every screen against Nielsen's 10 heuristics during design, not as a post-hoc audit — catching issues earlier.

The Design

Three platforms, one cohesive system

🌐 Web : Onboarding & Authentication

The web platform handles the full sign-up and avatar creation flow, establishing the child's identity before they enter the learning environment. Sign-up includes Google, Facebook, and Apple SSO to reduce friction for parents.

Website Home Screen Sign Up Code Authentication Gender Gender Customize

Onboarding flow: Launch → Sign Up (with SSO) → Email verification → Avatar gender selection. The green background highlight on selection is a direct application of Visibility of System Status.

🌐 Web : Home & Learning

The home screen shows the avatar alongside recommended content, persistent streak/diamond counters, and a QR code for cross-device continuity. The game selector uses a left-sidebar navigation combined with a horizontal card carousel — keeping all categories visible (Recognition over Recall) while allowing browsing within each.

Main Page Game Page Game 1 Game 2 Game 3 Game 4

Home screen with QR cross-device link, 4 skill categories (Vocabulary, Listening, Speaking, Writing), and scrollable game carousel within each category

🌐 Web : Gameplay & Reward Loop

Matching Game Flash Card Puzzle Setting

3 game formats — Matching (drag words to images), Flashcard (recognize with label), Puzzle (word search). Pause menu gives children control: Play / Exit / Help at any time (Nielsen: User Control and Freedom)

Shop for diamonds Shop for Hair Styles Shop for clothes Profile Dashboard

Complete reward loop: diamonds earned in games → spent in avatar shop (hair, clothes) → progress visible in profile (streak calendar, 83% accuracy, 55 quizzes, Gold/Silver/Bronze medals)

📱 Mobile : Adapted for Thumb Navigation

The mobile app adapts the web content into a thumb-friendly vertical flow. A universal top navigation bar (back arrow + hamburger) appears on every screen. Within games, it transforms into a context bar showing the game name and the user's live streak and diamond count — always visible, never intrusive.

Welcome Sign Up Authentication Male Female Customize

Mobile onboarding: Launch (SIGN UP / GUEST) → Sign Up → Email verification → Avatar selection with swipeable carousel → Outfit customization before first lesson

Learning page Matching Game Fill the blank Game Puzzle Game Correct Answer Wrong Answer

Game screens with persistent streak (🔥 365) and diamond (💎 9999) counters. Answer feedback modals use large, unambiguous green ✓ / red ✗ — readable at a glance by young users (Nielsen: Consistency and Standards)

Mobile profile streak Mobile profile achievements Mobile Diamond Shop Mobile Clothes Shop

Profile: weekly streak calendar, collection, achievement level + progress bar. Shop: diamond purchase tiers and avatar customization items — closing the reward loop

🥽 Apple Vision Pro : Rethinking Input from Scratch

The VR interface was the hardest platform to design — every input assumption from mobile and web had to be reconsidered. Typing in VR is one of the biggest friction points for new users, especially children.

The key decision: replace the standard keyboard login with a QR scan + double-blink gesture.

VR Screen VR Login VR QR Login

The user scans their code from a phone or tablet. Login goes from ~30 keystrokes to 1 gesture. This is the design decision that best illustrates the core principle of the project: treat each platform's constraints as a design problem, not a porting exercise.

VR Home Screen VR Game VR Game VR Matching Game VR Matching Demo VR flashcard

The VR home screen shows the avatar standing beside the user in their real space, browsable with gaze and tap. Games open in a wide three-panel layout — sidebar navigation on the left, game content in the centre, avatar on the right. All 16+ screens maintain the same color system and component patterns as web and mobile.

VR profile streak VR Diamond Shop VR Hair Shop VR Edit

Profile: weekly streak calendar, collection, achievement level + progress bar. Shop: diamond purchase tiers and avatar customization items — closing the reward loop

Key Design Decisions

Why we made these choices

Every design decision was documented and justified against a named UI/UX principle. These are the most impactful ones.

Green gradient background

The #F8FFFA → #9BE5B4 gradient is associated with nature, growth, and calm. It reduces eye fatigue during extended sessions and never overwhelms young users visually.

Aesthetic & Minimalist Design

Active tab changes full background

Rather than a subtle underline, the selected nav button shifts its entire background color. Young users rely on strong visual cues — a color shift is unmistakable at a glance.

Visibility of System Status

Streaks + diamonds + avatar shop

Daily learning earns streak points. Correct answers earn diamonds. Diamonds unlock avatar items. Identity investment in the avatar deepens motivation to return — a virtuous loop.

Gamification Psychology

Sidebar + arrows always visible

Children should never have to remember what categories exist. Keeping the sidebar visible with directional arrow indicators means they always choose rather than recall.

Recognition over Recall

Large modal feedback states

Correct/Wrong answer modals use full-screen overlays with large icons and text — unambiguous at any age, and large enough for young users who may not read quickly.

Consistency & Standards

VR: QR scan login

Typing in VR is 30 keystrokes of friction. A QR scan from a phone reduces login to a single double-blink gesture. Treats the VR constraint as a design problem, not a limitation.

Error Prevention
Outcomes

What we delivered

3
Platforms designed with a shared component system
16+
Unique screens across web, mobile, and VR
10
Nielsen heuristics applied and documented during design
1
Novel VR interaction replacing 30 keystrokes with a single gesture
Reflection

What We learned — and what we'd do next

What We learned

  • Designing for children requires more deliberate visual hierarchy than adult interfaces — you cannot rely on text alone to communicate state or action
  • Applying heuristics during design rather than after leads to better decisions earlier and fewer revisions downstream
  • Designing for VR forced a complete rethink of input assumptions — every tap and click becomes a gesture problem
  • Consistent design tokens (colors, spacing, typography) across platforms made a 3-platform project manageable for a team of 4

What I'd do next

  • Run usability testing with actual children aged 6–12 to validate whether the navigation is as intuitive as assumed
  • Redesign the Puzzle word search screen — the dense letter grid is the weakest screen in the system and would likely fail a usability test with young users
  • Design the parent-facing onboarding and progress reporting flow — out of scope but critical for real adoption
  • Explore accessibility: audio descriptions, high-contrast mode, and adjustable font size across all platforms