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.
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.
Children abandon apps within days without game-like reward loops that create daily return motivation.
Kids switch between phone, tablet, and desktop — the experience needed to work everywhere without losing coherence.
Each platform has fundamentally different input affordances — especially Apple Vision Pro, where a keyboard is the worst possible solution.
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.
Early workflow sketch mapping all user paths: Welcome → Auth → Home → Learn / Shop / Profile — drawn before opening Figma
Studied children's learning patterns. Identified that motivation systems and immediate visual feedback are critical for this age group.
Sketched user flows covering all paths: authentication, avatar setup, 4 game types, shop, and progress tracking across all platforms.
Wireframed then high-fidelity, applying color psychology and visual hierarchy. Shared component library across all 3 platforms.
Evaluated every screen against Nielsen's 10 heuristics during design, not as a post-hoc audit — catching issues earlier.
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.
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.
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.
Home screen with QR cross-device link, 4 skill categories (Vocabulary, Listening, Speaking, Writing), and scrollable game carousel within each category
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)
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)
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.
Mobile onboarding: Launch (SIGN UP / GUEST) → Sign Up → Email verification → Avatar selection with swipeable carousel → Outfit customization before first lesson
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)
Profile: weekly streak calendar, collection, achievement level + progress bar. Shop: diamond purchase tiers and avatar customization items — closing the reward loop
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.
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.
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.
Profile: weekly streak calendar, collection, achievement level + progress bar. Shop: diamond purchase tiers and avatar customization items — closing the reward loop
Every design decision was documented and justified against a named UI/UX principle. These are the most impactful ones.
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 DesignRather 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 StatusDaily 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 PsychologyChildren 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 RecallCorrect/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 & StandardsTyping 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