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Case Study · 05

Let's find art!

An iPad app that improves the artistic taste of kids — familiarizing children with art styles and masterpieces through interactive quizzes.

Role UX/UI Designer
Type iPad App · Kids & Education
Duration 3-week Design Sprint
Tools Figma
Let's find art! app overview

Overview

The challenge

Let's find art! is an iPad app that introduces children to diverse art styles and masterpieces across categories through interactive quizzes and questions — building visual perception and art appreciation while staying genuinely fun to play.

Problem

There's a real shortage of educational, art-focused applications for children. Parents who want to nurture artistic curiosity have few age-appropriate, screen-time-conscious options to turn to.

The problem — shortage of quality educational art apps for children

Solution

An app that teaches kids about art and masterpieces, sharpens their visual perception, and improves their artistic taste — all through playful, engaging quizzes, with the entertainment value that keeps them coming back.

The solution — Let's find art! app experience

Design roles

  • UX Research
  • UX Design
  • UI Design

Target audience

  • Kids between 3 to 11
  • Parents
  • Art teachers

Deliverables

  • UX requirements
  • User surveys
  • User interview
  • Persona
  • User stories
  • HMWs
  • SWOT Competitor analysis
  • User flows
  • Sketches
  • Wireframes
  • Lo-fi prototypes
  • Usability test data
  • Clickable prototype

Specifications

Duration

3 weeks

Tools & Software

  • Google Forms
  • Pen & paper
  • Figma
  • Miro

Discovery & Research

Understanding the space

Week 1

Challenge

  • Survey
  • Interview the client
  • Find the users
  • How might we's
  • SWOT analysis
  • What is the scope
Week 2

Process

  • Minimum Viable Product
  • User Flows
  • Storyboard
  • Sketch
  • Wireframes
Week 3

Outcome

  • Prototype
  • User Testing
  • What was learned
  • Next Steps

Client interview & UX requirements

I kicked off the 3-week sprint by working with the client to establish a clear vision and define the target audience, then captured it in a UX requirements document.

Client interview

Why build it

  • Address the shortage of educational art applications for kids.
  • Supply credible educational content about art and masterpieces.
  • Build early familiarity with art styles across categories.
  • Teach art concepts through playful, engaging methods.

Who it's for

  • Children interested in art and kids who enjoy online games.
  • Parents introducing their children to art.
  • Art educators.
UX requirements document

Required functionality

  • A simple, intuitive interface usable by pre-literate children.
  • High-definition imagery with legible typography.
  • A parental dashboard with time management — timer and lock.

Personas

Two personas kept both the child and the gatekeeper in focus: Hannah, a curious seven-year-old who loves painting and wants colorful, father-approved games; and Johnny, her 38-year-old single dad, who wants engaging educational games he can trust and control the duration of.

User personas — Hannah and Johnny

Survey research

I surveyed 23 respondents — students and families from the Bisheh Art Institute — to validate demand. The results confirmed an interested target audience, established a baseline understanding of parental concerns, and surfaced device-accessibility challenges for kids.

Survey results

23 respondents · Bisheh Art Institute

Kids like trivia games the best

51%

Kids go to public school

55%

Single child kids

67%

Parents want timer on parental section

75%

Kids use tablets for playing

100%
Survey process

Target audience profile

I analyzed my survey results to help define the target audience.

Key Demographics

Age 3–11 years old
Gender Boys & girls
Occupation Toddlers & elementary school students
Family SES Middle to upper-class families

Preferred Channels

iOS device TV Google Classroom YouTube Kids · Netflix Kids Seesaw

Challenges

Parents don't allow kids to play games with no learning value Kids have limited or no access to smartphones or tablets

Key Psychographics

Values Learning · Entertainment · Art engagement · Joy

Habits

Play · Interact · Compete

Wants to

Enjoy their time while learning Play fun games

User interviews

I followed up with three Zoom interviews with parent volunteers from the survey, exploring their kids' favorite games, the game types they avoid, their concerns, and how much screen time they allow.

User interviews

What I heard:

  • Kids prefer colorful, interactive, intuitive games with clear objectives (Minecraft and PBS Kids came up).
  • Parents avoid games depicting violence, unkindness, or inappropriate content.
  • Top parental concerns: excessive screen time, hidden messages, and addictive mechanics with no developmental payoff.
  • Typical usage: one to two sessions a day, around an hour total at most.

Pain points:

  • An absence of quality educational art applications.
  • Addictive games with no time limits or real benefit.
  • Parental anxiety around screen time.

Define

Shaping the solution

User stories

I wrote stories for both the parent (the decision-maker) and the child (the player).

User stories

As a parent, I want to…

  • Give my child games that come with real learning.
  • Avoid unrestricted access to outside content.
  • Manage and limit screen-time duration.
  • Find affordable options.

As a child, I want to…

  • Explore art from home, especially during lockdown.
  • Enjoy music and animations while I play.
  • Have my own tablet time.

Defining the MVP

The MVP centered on the features that make the app both educational and trustworthy for parents:

Business requirements

Interactive art quizzes across categories

High-definition masterpiece imagery

Simple interface for pre-literate kids

Narrator voice for non-readers

Parental dashboard with timer & lock

Design

From flows to mockups

User flows

I mapped navigation paths for both audiences — the parent setting things up and managing time, and the child moving through the quizzes — so each could move through the app without friction.

New user Onboarding & app entry
PROFILE SETUP ACCOUNT CREATION APP ENTRY Welcome screen Child's Age Child's Name Child's Level Waiting screenGame path created! Sign up Email Set parentalsection code Playwall Kids area Parents area

Wireframes

I built wireframes from the selected sketches and ran informal testing with two children and their parents, then refined the designs against the business requirements and what I heard.

Wireframes — first iteration
Wireframes — refined iteration

Accessibility

Designing for young, often pre-literate users made accessibility central, not optional:

Accessibility features demonstration
  • AAA color-contrast compliance for all text.
  • Large, easily tappable buttons.
  • A narrator voice so non-reading children can play independently.
  • Planned next: light and dark mode options.

Prototype

The final high-fidelity prototype brings together all the design decisions — the onboarding flow, parental controls, and the quiz experience — into a clickable, testable product.

Open in Figma

Results

Usability testing

I ran a second, formal round of testing with three children and their parents, focusing on navigation, profile creation, the child-friendliness of the interface, and engagement. Kids navigated intuitively and the response was warm:

Usability testing

"It's so easy and clear to navigate through the app."

Test participant

"I wish I had such a game when I was a kid!"

Parent

66%

of kids wanted to see more animations

33%

of parents wanted to have classified art questions by category

Client review

  • Requested deeper animation integration.
  • Approved mixing question categories to encourage broad art exploration.
  • Endorsed the simple, modern, intuitive interface.

The project wrapped within the three-week sprint with a validated prototype ready for development consideration.

Reflections

What I learned

What I learned
01

Communicate with stakeholders often. More frequent check-ins with the client made the collaboration smoother and kept the work aligned with their vision.

02

Interview clients deeply. Richer client interviews yield a much clearer understanding of the requirements — the upfront time pays for itself.

03

Imperfection is acceptable. Iterating on imperfect ideas beats waiting for a flawless first attempt.

04

Design sprints validate merit. A sprint surfaces which concepts are worth pursuing, while honestly revealing feasibility constraints.

05

Test earlier. Earlier testing cycles consistently improve the final outcome.

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