Designing Joy
Making Learning Fun Again for Kids Ages 4–10
Role: UX/UI Designer, Content Writer, Visual Strategist
Platform: Figma, Canva
Deliverable: Ipad, Tablets, Desktop
Timeline: Jan 2024- Feb 2024 (2 Month)
Team: 1 Project Manager, 2 Developers, 1 Designer (me), 1 Animator, 1 Voiceover artist

Turning Textbooks into Treasure Hunts
Before the start of this exciting journey: The whys?
How the Story Begins: Reimagining Anatomy
Step 3: Ideate
To streamline the design process, I developed a user flow chart that maps out the complete journey, focusing on clarity, ease of use, and minimal friction for the user. By designing a detailed user flow, I was able to map each interaction point and optimize the experience for simplicity and usability.

Used kid-friendly colour palettes that resonated with the target audience.
To enhance the user experience, recommended using different backgrounds for each section to create a unique experience corresponding to the topic being presented.

The tone is not kid-friendly

The visuals are not appealing
This part felt too heavy and boring


Guided interactive conversations

Create child-friendly visuals that spark joy and learning

Introduced gamified elements to teach reflexology effectively.
A New Chapter in Learning Begins: The final prototype
The goal was to transform an existing text-heavy, parent-focused educational tool into a vibrant, child-centered experience.
The original version lacked engagement and visual appeal, making it less effective for its intended audience.
The problem we needed to solve (Challenges)
1. Redesigning the previous interface which was parent-centered to kid-centered design.
2. The visuals were minimal and lacked the vibrancy needed to capture a child’s imagination.
3. Reflexology—a core part of the project—felt like a lecture rather than an adventure.
Step 1: Discover
Conducted research to gain insights into the interests and preferences of children. This included analyzing popular kids' learning apps such as SplashLearn and LeapFrog Academy.
Step 2: Define
Reimagined the experience by asking, “What if kids didn’t learn anatomy—they lived it?”
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Boring explanation becomes curious questions.
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Reflexology turned into a candy hunt.
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Lessons became stories, games, and magical moments.
This approach guided every design decision—from colors and icons to tone and interactions.

Background 1

Background 2

Background 3
Step 4: Final Designs
Designed all screens including onboarding, gameplay, reflexology game levels, and end celebration using a child-first, intuitive layout.
Collaborated with animators to align interactive visuals with key learning objectives and ensure screen-level engagement.
Worked alongside Unity developers to streamline implementation, offering ongoing support and resolving design-related challenges throughout the development cycle.
By combining learning with play, we’ve built more than a game—which built a foundation for confident, curious little learners.

Due to copyright issue the video has been distorted a bit.
Why this redesigned mattered? (Problem Statement)
Design system
Typography

Colour Palatte

Components


Feedback and Takeaways:
Key Takeaways:
Feedback that Validated the Vision:





1. Asking questions early on and getting the clarity of the requirements and client’s expectations is very important to achieve extraordinary results.
2. Continuous testing, reviews and iterations of designs are one of the major processes in order to attain a desirable user experience.