Challenge
Designing for children means the rules need to be understood without explanation. With no access to users and one day to deliver, every decision had to work on the first pass.
Process
We started by defining the visual system: bold colours for each topic, rounded components, and large touch targets. Each screen follows a simple structure with one instruction, one action, and one clear next step. The game builds progressively. Words and images collected in earlier rounds are reused in the final activity, allowing children to see how their choices shape the outcome.

Outcome
We delivered an interactive Figma prototype within one day. Every screen follows the same visual system across four topic modules with different mechanics, built without access to the actual users it was designed for.










