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Children's Learning App
Client
Independent
Year
C. 2017
Discipline
Product
Mobile
Education
Status
Delivered

This project explored how a learning experience could be made approachable for young users — an audience that reads little, taps imprecisely and abandons anything that doesn't respond.
The objective was an app a child can use without an adult narrating it, while keeping enough structure that exploration still leads somewhere.
The UX approach
Navigation is reduced to a small number of persistent, always-visible destinations represented by imagery and character rather than text labels, so moving around the app is recognition rather than recall.
Every interaction produces immediate, unambiguous feedback — the primary way a child confirms that an action registered. Paths are shallow and reversible, with no dead ends and no state a child can enter and not leave.
Cognitive load is managed by presenting one activity at a time, with a single obvious next action per screen. Interaction patterns repeat across activities, so learning the first one teaches the rest.
The UI approach
Large touch targets with generous separation account for imprecise tapping. Illustration carries the meaning that text normally would, with a consistent character set used as wayfinding.
Colour is bright but systematic — each area of the app owns a palette, so a child knows where they are before they can read where they are. Motion is used to confirm and to point, never as decoration.
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