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KPU coursework

Mini Minds

An interactive learning app for children aged 5 to 10, built around gamified learning and creative skill development.

Role
UI/UX Designer
Timeline
2024
Tools
Figma, Adobe Illustrator, Canva
Type
KPU coursework
Mini Minds app logo on two phones

The problem

Traditional learning platforms are often rigid and fail to engage young learners. Children need something that matches their energy levels and different learning styles.

My role and constraints

I designed the end-to-end mobile experience, focusing on gamification and child-friendly UI patterns so learning feels intuitive and fun.

Process

Research showed that children respond best to play-based discovery. I reviewed existing EdTech apps for gaps in creative engagement and in the balance of sound and visuals.

From empathy mapping to heuristic evaluation, I iterated on navigation and the reward system so the app feels like a game rather than a chore.

Process

  1. Empathy mapping

    What parents think, feel, say and do about their child’s learning.

  2. Heuristic evaluation

    Each core screen checked against usability heuristics.

  3. High-fidelity design

    Nine screens from splash to quiz.

Heuristic evaluation

  • Splash

    Aesthetic and minimalist design

    Focused on the logo, nothing extra.

  • Onboarding

    Match with the real world

    Friendly language connects with users; a more prominent Log in would help returning users.

  • How it works

    Recognition over recall

    A clear breakdown of steps, but no Back or Skip for users who want to move on.

  • Registration

    Error prevention

    A country code format reduces errors; input validation could be stronger.

  • Verification

    Recover from errors

    Resend OTP supports recovery and keeps the system status visible.

Empathy map from the parent’s point of view: thinks, feels, says and does
Empathy mapping from the parent’s point of view.
Heuristic evaluation notes for the splash, onboarding, how it works, registration and verification screens
Heuristic evaluation of the core screens.

The solution

A mobile app that uses gamification to nurture creativity and critical thinking, with a vibrant visual identity made for the 5 to 10 age group.

Nine high-fidelity Mini Minds screens from splash to quiz
High-fidelity screens.

Outcome

Age group designed for
5 to 10
High-fidelity screens
9+

What I learned

Designing for children means different constraints: larger touch targets, vibrant feedback and extremely simple navigation.