Overview BrainBooster is a UX/UI case study exploring how personalization, gamification, and emerging technologies can make learning more engaging for children aged 10–15. Developed during the UX/UI Bootcamp at neue fische GmbH, the project progressed from user research and ideation to a high fidelity prototype and final presentation.
Key Facts
An overview of the project, my role, and the key areas where strategy, design, and marketing came together.
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The objective was to design a user centered learning platform that inspires children to learn through their personal interests and hobbies. By combining AI driven personalization, gamification, and an intuitive user experience, we aimed to increase motivation, creativity, and independent learning.
The project included user research, UX strategy, information architecture, visual design, prototyping, usability testing, and the creation of a detailed case study and investor ready presentation.
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One of the biggest challenges was designing a highly personalized learning experience while maintaining a clear and intuitive user interface. The app needed to balance educational value with playful interactions without overwhelming young users.
Additional challenges included creating age appropriate microcopy, translating complex learning concepts into engaging experiences, and completing research, design, testing, and iteration within a tight four week timeframe.
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My approach followed a user centered design process, beginning with extensive research involving students, parents, and teachers. Through interviews, surveys, empathy maps, personas, and user journey mapping, we identified key pain points and opportunities within the learning experience.
Based on these insights, we defined our core design challenge and established guiding principles focused on personalization, gamification, and accessibility. We then developed the information architecture, user flows, and wireframes before creating a cohesive design system, including branding, typography, color palette, and UI components.
The project concluded with a high fidelity prototype, usability testing sessions, iterative improvements, and a final pitch presentation showcasing both the product vision and design process.
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The project demonstrated how personalization and gamification can significantly enhance engagement and motivation in educational products for young learners.
User testing validated our core concept while revealing opportunities to improve navigation and interaction patterns, leading to a more intuitive user experience. The research driven approach ensured that every design decision was rooted in real user needs and behaviors.
Beyond the final prototype, BrainBooster strengthened my expertise in UX research, interaction design, design systems, prototyping, and collaborative problem solving. It reinforced the importance of combining innovation, empathy, and strategic thinking to create meaningful digital experiences.
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PROTOTYPE NOTE
Due to the limited project timeframe, the prototype was developed specifically around a defined user flow for testing purposes. As a result, only selected screens and interactions are fully functional.
Recommended User Flow:
Onboarding → Create Avatar → Home → Notifications → View Notification → Back to Home → Subjects → English → Combined Exercises → Exercise 1 → Solutions → Exercise 2 → Solutions → Exercise 3 → Solutions → Back to Combined Exercises → End
DISCLAIMER
All content, designs, wireframes, prototypes, branding elements, and information presented within this project were created exclusively for educational purposes as part of the UX/UI Bootcamp.
The company, product, and associated brand are entirely fictional. The application has not been officially released, and some visual references were used solely for demonstration purposes and may be subject to copyright or licensing restrictions.
Please read notes above before viewing deliverables:
Prototype
Video Presentation
Note: The content shown in the presentation, wireframes, prototype and every other content related as well as the company, associated brand, and all information are fictitious and have only been created for the purpose of this project. The App is not officially published and therefore uses protected content that may not be distributed for licensing reasons.