← Back
UX/UIMobileEdTech

FunLearn — Connected Learning Experience

Role
UX/UI Designer
Timeline
5 Weeks
Year
2025
Live
—
FunLearn — Connected Learning Experience overview

Context

FunLearn is a gamified K–12 learning app designed around Nigeria's primary school curriculum. It helps children learn independently while giving parents a simple way to set goals, track progress, and celebrate growth — on devices that are often shared and offline.

Platform
Mobile (iOS + Android)
Audience
Primary school pupils & parents
Role
UX/UI Designer

The Problem

Children can complete learning activities without necessarily understanding the topic or feeling motivated to continue. For parents, the challenge is different — they want to support their child's learning but struggle to understand what their child is learning, where they're struggling, and whether they're improving. In a low-connectivity environment, reliable internet cannot be assumed.

Objectives

  • —Keep children motivated and engaged with short, rewarding lessons.
  • —Give parents clarity on progress without constant supervision.
  • —Make learning feel like play, not another task.
  • —Work reliably in low-connectivity environments.
Child, Parent, and Connectivity — the three forces shaping the design
Child, Parent, and Connectivity — the three forces shaping the design

Research & Discovery

I started from two user profiles — the child (Tunde, 10, the Curious Learner) and the parent (Mrs Adebayo, 34, the Engaged Parent) — and mapped their goals, pain points, needs, and motivators. From there I identified five design constraints that shaped every decision.

The Child — Tunde, 10
The Child — Tunde, 10
The Parent — Mrs Adebayo, 34
The Parent — Mrs Adebayo, 34

The Constraints

FunLearn wasn't designed for an ideal environment where every child has fast, reliable internet. Five constraints shaped every decision.

Image 1

The Solution

I shifted the experience from lessons to goals. Instead of asking 'what lesson should I start?', FunLearn asks 'what are we trying to achieve?' That reframing led to a core product loop: Set Goals → Learn → Get Feedback → Earn Rewards → Track Progress → Keep Learning.

Product Idea — From Lessons to Goals

The core loop reframes the experience around intention rather than content. Parents set meaningful goals, children work toward them, and every lesson feeds back into visible progress.

Product Idea — From Lessons to Goals 1

Designing the First Goal

Rather than asking parents to configure everything at once, onboarding progressively introduces Child → Focus → Goal → Reward → Review. This gives parents control without turning setup into a form-filling exercise.

Designing the First Goal 1

Learning Journey

One of the biggest challenges was turning an academic topic into something a child could move through. I used 'Whole Numbers' as the prototype topic and structured it into five smaller steps: What are whole numbers? → Place value → Comparing numbers → Practice → Check understanding. The result is a clear progression: Understand → Practice → Apply → Check.

Learning Journey 1

Designing Feedback

Getting an answer wrong shouldn't feel like failing. Feedback works in three layers — Confirmation ('You got it right'), Reinforcement ('Here's why'), and Reward ('Here's what you earned'). Incorrect answers encourage another attempt instead of ending the experience.

Designing Feedback 1

Making Progress Feel Rewarding

Badges celebrate achievement, stars give progress value, and the Avatar Shop makes rewards actionable. The motivation loop is simple: Learn → Earn → Spend → Customize → Keep Learning. Badges celebrate progress, stars create value, and customization creates motivation.

Making Progress Feel Rewarding 1

The Parent Experience

Parents shouldn't have to become data analysts. The parent interface was built around one question: 'What do I need to know about my child's learning right now?' The flow is Goals → Rewards → Progress & Insights.

The Parent Experience 1

Design System

A lightweight design system kept FunLearn playful for children, clear for parents, and consistent across the experience. The colour system balances playfulness with clarity — using colour to communicate action, progress, rewards, and feedback.

Primary Blue
#1225F1
Neutral
#131519
Accent Orange
#FF7748
Accent Green
#38BD72
Accent Pink
#FF5C84
Accent Red
#E24A4C
Typography
Dynapuff & Baloo 2
Regular · Medium · SemiBold · Bold · ExtraBold
Aa
Typography
Typography
Colour Palette
Colour Palette
Components
Components

Wireframes

Image 1

Prototype

Two connected flows — one for the child, one for the parent. Tap through to see how the experience comes together.

Child Flow Prototype
Parent Flow Prototype

Outcome

FunLearn is a portfolio prototype, not a shipped product — so I'm not presenting fabricated post-launch metrics. The concept evolved from a simple learning app into a connected learning loop: Lessons → Goals → Feedback → Rewards → Progress. The child experience moves through Learn → Practice → Improve → Earn → Continue, while the parent experience moves through Set → Guide → Monitor → Celebrate. Both connect through shared learning goals and progress.

What I Learned

01 — Content comes first. Educational UX is about how information is taught, not just how it looks.

02 — Motivation needs a system. Stars and badges work best when connected to meaningful learning behaviour.

03 — Simplicity depends on the user. For children: intuitive and engaging. For parents: clear and actionable.

04 — Constraints shape better decisions. Designing offline-first forced me to focus on what the product truly needs.

Open to learning, collaboration, and meaningful product work.