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Designing safer digital experiences for children

Designed an educational game from scratch that helps children recognize deceptive patterns through interactive, scenario-based learning.

Timeline 

January 2022 – May 2022

Role 

Product Designer (0 → 1)

Tags 

EdTech
Behavioral Design
Game UX
Back

Designing safer digital experiences for children

Designed an educational game from scratch that helps children recognize deceptive patterns through interactive, scenario-based learning.

Timeline 

January 2022 – May 2022

Role 

Product Designer (0 → 1)

Tags 

EdTech
Behavioral Design
Game UX

IMPACT METRICS

100+ surveys | 12 interviews

↓ 30% unintended purchases 

↑ 35% retention 

↑ 40% satisfaction 

Olly’s World is an educational mobile game that teaches children (7–11) how to recognize deceptive patterns in games

Reducing unintended purchases through gameplay design

Children were making purchases without understanding the consequences.

I designed interactive scenarios that simulate real game traps — allowing kids to learn through guided feedback.
30% fewer unintended purchases

Building trust with parents

Parents needed visibility into their child’s experience. I introduced transparent feedback systems and parent-friendly guidance to improve trust and safety.
Increased parents trust and child’s confidence in gameplay

Simplifying interactions for younger users

Early testing showed confusion with dense interfaces. I simplified layouts, increased button sizes, and refined interactions using heatmap and usability insights.
40% higher satisfaction
40% fewer misclicks

Grounded in 100+ surveys and 12 interviews with children and parents,

I translated insights into clear, actionable design decisions

reflection

This project changed how I design for younger audiences.

• Designing for children challenged my assumptions about clarity and decision-making.

 • I learned that kids don’t interpret interfaces the same way adults do — which pushed me to design simpler, more explicit interactions.
 • By redesigning both the experience and its identity, I learned how clarity and trust come from a cohesive system.

 • This experience shaped how I approach accessibility and clarity in all my work.