Project insights
My Role
Solo Product Designer
Illustrator
The Team
Product manager
2 developers
Results
The Story of Mariyam
Mariyam is in Grade 8. Not failing, not excelling. Somewhere in the middle, where most kids quietly stay. Maths has never really clicked for her.





The session ended. Mariyam sat back. That was actually fun. Not like the recorded videos her school sent. Ravi Sir was there for her, only her.
She closed the session. A fox appeared on screen, head tilted, waiting.
"How was today's class"?
Looking at her like it genuinely wanted to know. Four stars. She didn't even have to think about it. The fox went absolutely wild.
She laughed. Six seconds. Done. She actually wanted to do it again.
A notification came in that evening. Ravi Sir had sent an assignment.
She opened it. First two questions, fine. Third one she stared at it for a full minute. Nothing.
She scrolled down and found the chat. Typed out her question, half expecting to wait till tomorrow. Ravi Sir replied in ten minutes.

She finished the assignment and submitted it. Done.
Then she noticed the coins. She'd earned some for attending class, for submitting the assignment. They'd been quietly adding up without her realising.
She found the Game Center. Dark purple, different from everything else in the app. Like a back room she wasn't sure she was allowed into. Chess, sudoku, crossword. She tried chess.



She lost. Opened it again the next morning.
Three day streak.
Somewhere between the sessions, the assignments, and the chess games she kept losing, something had quietly shifted. She was opening the app before her mom said anything.
Her mom noticed. She didn't say much.
Just smiled the same smile from that first evening.
Something different, indeed.

Where this started ?
Here is how it was built.
Happy School is a product by Aifer, a small edtech company based in Kerala, India. Their concept: Tutor-led, 1-on-1 learning where parents stay in control, but the child has their own world inside the app.
I joined with nothing designed. No screens, no flows. Just a feature list and a clear target user: a Grade 1-12 student in peri-urban South India whose parents want more accountability than YouTube but less aggression than BYJU'S.
What we heard when
we actually listened.
☕ Home Interviews
12 parents + 8 students, ages 7–14. Held at home. Siblings present when possible. We wanted to watch device-sharing happen live.
🔭 Competitor benchmarking
Reviewed Byju's, Vedantu, Khan Academy, and Duolingo. Focused specifically on how each handles motivation, age range, and parent/child split.
🗂️ Tutor Workflow Mapping
6 tutors. WhatsApp threads, handwritten sheets, verbal check-ins. We mapped every gap.

Behind-the-scenes process work
Key takeaways
🎮
Games are the language kids speak
Every student under 12 mentioned a game unprompted.
📱
Device ownership stops at Grade 4
Younger children use a shared family phone daily. Multi-student wasn't a nice-to-have, it was a must.
🧩
Characters build memory
Kids described apps by their characters, not features. "The one with the owl" stuck more than any product name.
👩👦
Parents don't trust self-reporting
They needed to see progress in the app, not hear it from their child or wait for a monthly report.
😤
Apps that feel "school-y" get abandoned
Warmth kept kids coming back. Clinical interfaces got deleted by week 3.
Market Position
EdTech either teaches to the masses or feels like more school. Happy School sits in the gap - assessment-led, 1-on-1, built for families sharing one device.
~ Partial
The Problem
46%
Dropped off by month 2
31%
Assignment submission rate
0%
Session ratings collected
57%
Families with 2+ children enrolled
1 in 3
Families reported schedule confusion
1 in 6
Tutors reported schedule confusion
Breaking down the problem
🥱 No reason to come back
Nothing between sessions kept kids engaged. No hooks, no rewards, no personality.
🖥 One phone, two kids
57% of families on one device. No profile switching. No separated schedules.
🎂 K to 12 is a massive range
A 6-year-old and a 16-year-old can't feel the same way about the same interface.
👻 Tutors were flying blind
No post-session ratings, No way to know if a student was struggling or just bored.

Overview of the redesigned experience
Five decisions that
shaped the product.
An avatar for everyone in the room.
Every user - student, parent, and tutor picks an avatar at setup. It shows up everywhere: home screen, session cards, student lists.
When a child sees the face they chose, it stops feeling like a platform and starts feeling like theirs.
One mascot builds brand recall.
Ten builds 'subject recall'
When a child opens Maths, they see their fox. Opening Science means meeting the giraffe. The character becomes a signal:
"this is your space".

Behind the characters
I'm not a natural illustrator. Drawing was the part of this project I was least confident about and the one I spent the most time on.
The brief was clear: 10 characters, each assigned to a subject, warm enough for a 7-year-old, distinct enough to be remembered. Babyish was intentional. The audience skews young and the characters needed to feel approachable and friendly not sophisticated.
Getting 10 of them to feel like they belonged to the same world, while each one still felt distinct, was harder than it looks.
One device. Three kids. Zero mix-ups.
57% of families had 2+ enrolled children on one phone. Without a clean switching mechanism, the wrong student was attending the wrong class.
✅Account switcher in the hamburger menu - two taps from anywhere in the app, always showing the active student's name and grade
✅Fully isolated per profile - coins, schedule, assignments, and progress are all separate. Switching doesn't cross-contaminate anything.
✅"Switch to Parent" shortcut - parents can jump to their own app view without re-authenticating


Earn coins. Play games. Actually come back.
This wasn't in the original plan. Round 2 of usability testing revealed that students had no reason to open the app between sessions.
The coin system and Game Center were introduced specifically to solve this.
✅Coin balance visible at all times - shown in the hamburger menu and the header. Visibility at the moment of action drives behaviour.
✅ Class rank + total rank - keeps competition achievable. Students know where they stand within their class, not just globally.
✅ Games aren't purely educational - chess, sudoku, and crossword feel like a real break, not edutainment dressed up as homework.
If a 10-year-old wouldn't say it, rewrite it.
The rewrites were some of the highest-impact changes in the product. Not because the original copy was wrong but because the right words made the whole experience feel consistent with everything else we'd built.



Design system development
Excerpts from design system
Built Different
The Happy School app frontend was built in Flutter using Claude Code. Design system components were translated directly into code which made the handoff leaner than any spec doc could.
Instead of a developer interpreting a Figma file, the components were already running. Every spacing decision, colour token, and interaction had to be precise enough to survive implementation.
What is next? - Beta Findings
The product has completed its internal beta. A wider rollout is underway and this case study will be updated as real data comes in.
The beta threw up something worth paying attention to.












