Where's That Word?

Context & Problem
Target Users
Children aged 6-12 learning vocabulary, parents, and educators
Goals
- Create an engaging vocabulary game that maintains long-term interest
- Develop adaptive learning algorithms based on user performance
- Design intuitive progress tracking for parents and educators
- Ensure accessibility for different learning abilities
Traditional vocabulary learning apps lacked engaging gameplay mechanics and failed to adapt to individual learning paces. Children would lose interest quickly, and parents had no visibility into learning progress.
Process
Conducted observational studies with children in classroom settings
Interviewed parents and teachers about learning preferences
Created detailed wireframes and user flow documentation
Prototyped multiple game mechanics and tested with focus groups
Designed adaptive difficulty algorithms with educational consultants
Iterated on UI based on usability testing feedback with children


Solution Overview
An iOS vocabulary game featuring adaptive difficulty levels (Easy, Medium, Hard), engaging mini-games, progress tracking, and reward systems. The interface used large, colorful elements with clear visual hierarchy optimized for young users, including balloon-based difficulty selection and character-driven tutorials.
Outcome & Learnings
The app achieved 4.8/5 stars on the App Store with over 100K downloads. Teachers reported 35% improvement in vocabulary retention among students using the app, and average session time was 12 minutes with high user engagement.