UX Design 0 โ†’ 1 Web + Mobile

Crejo
.Fun

Making after-school learning irresistible for kids.

Designed the end-to-end experience for an online extracurricular learning platform, from trial classes to live video rooms, balancing what parents need to trust with what kids need to stay engaged.

Role
UX Designer
Client
Crejo.Fun
Via
LiquidInk Studio
Platform
Web + Mobile
01

The Challenge

Design an engaging and effective online after-school platform for extracurricular learning.

Crejo.Fun needed to serve two very different users with opposing priorities: parents who prioritize safety, structured learning, and measurable progress, and children who want fun, interaction, and instant gratification. The platform had to bridge this gap across three distinct phases of product evolution.

Phase 1
Web Experience

Discovery, trial classes, course purchases, workshop bookings

Phase 2
Group Buying

Social commerce, buying courses together for better prices

Phase 3
FunRooms

Video meetings designed specifically for kids and teachers

02

Understanding the Users

Talked to parents, kids, and educators to map the real decision-making landscape.

1

User Interviews

Parents of children aged 5โ€“15, children in primary and middle school, and educators. Focused on learning preferences, challenges with online platforms, engagement levels, and decision-making factors.

2

Surveys & Questionnaires

Distributed to a wider audience to gather quantitative insights on how parents choose and perceive online learning programs.

3

Competitor Analysis

Studied existing platforms like WhiteHat Jr., BYJU'S, and Outschool to identify gaps in user experience and content delivery.

4

Usability Testing & Prototyping

Conducted usability tests with early prototypes to analyze interaction patterns, attention spans, and engagement levels of children.

03

Key Insights

Four themes emerged that shaped every design decision.

Parental Decision-Making

Parents prioritize engagement, safety, and structured learning. Their biggest concern: can online classes actually maintain a child's attention and offer measurable skill development?

Child Engagement & Behavior

Children prefer interactive, gamified, and visually stimulating environments. Long, passive sessions lead to drop-offs, short, engaging modules with peer interaction and rewards work better.

Tech & Accessibility

Parents prefer mobile-friendly platforms. Complex interfaces are a barrier, a simple, intuitive UI with seamless onboarding and clear progress tracking enhances retention.

Content & Personalization

Personalized recommendations based on a child's interests improve engagement. Parents value structured curricula with clear learning outcomes and flexibility in scheduling.

04

Design Decisions

Every insight mapped to a concrete design choice.

๐ŸŽฎ

Gamified Learning

Progress badges, levels, and fun challenges to keep children engaged and motivated throughout their learning journey.

โšก

Bite-Sized Content

Shorter, highly engaging sessions with interactive breaks, designed around children's attention spans, not adult expectations.

๐Ÿ“Š

Parent Dashboard

A dedicated section for tracking a child's progress and achievements, giving parents the visibility they need to stay invested.

๐Ÿงธ

Kid-Friendly Navigation

Large, intuitive icons and easy access to courses. The interface speaks the language of play, not enterprise software.

๐ŸŽฅ

Live & Interactive

Real-time feedback, instructor engagement, and social interaction opportunities, because learning is a social act.

๐ŸŽฏ

Simplified UI

Seamless onboarding, clear progress tracking, and desktop-first design to reduce friction for both parents and kids.

Phase 1

Web Experience

The foundation, making it easy for parents to discover, trial, and purchase courses for their children on the web.

Taking a Trial Class

Low-commitment entry point, browse, pick, and join a free class in minutes.

Login & Onboarding

Frictionless auth flow that captures just enough to personalize without overwhelming.

Booking a Course

Clear pricing, schedule visibility, and trust signals throughout the purchase flow.

Booking a Workshop

One-off sessions with calendar integration and instant confirmation.

Home, Course List & Details
Home, Course list and Details
Taking a Trial Class
Taking a Trial Class
Booking a Course
Booking a Course
Booking a Workshop
Booking a Workshop
Going Live

Exploring the Visuals

With wireframes validated, we moved into visual design, researching references from edtech and kids' platforms, exploring color palettes, illustration styles, and UI patterns that would feel trustworthy to parents while staying playful enough to engage children.

Homepage
Purchase Flow
Trial Class
Visual design, Trial Class
Booking a Course
Visual design, Booking a Course
Phase 2

Group Buying

Social commerce for education, parents could team up to purchase courses together at better prices, turning acquisition into a community-driven motion.

Phase 2, group buying screens
Phase 2, group buying flow from discovery to purchase
Group buying screens
Phase 3

FunRooms, Video Meetings for Kids

A custom video meeting experience designed specifically for children and teachers, not a Zoom clone, but a purpose-built learning environment with engagement baked into the interface.

Learner's POV

Simplified controls, visual engagement cues, and interactive elements that keep kids focused on the class, not the tech.

Teacher's POV

Class management tools, attendance, content sharing, and the ability to spotlight learners without the overhead of general-purpose meeting software.

Learning should feel like play, and trust should be built in, not bolted on.

Crejo.Fun became a platform where kids actually wanted to show up, and parents felt confident letting them. Three phases, two audiences, one experience.

Dhruv Prasad ยท via LiquidInk Design Studio
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