KONIX

40 letters.
11,172 syllables.
One system to teach both.

Konix is a game-based Korean literacy platform used in Korean schools worldwide. I designed the game system behind it — the level architecture, the scoring economy, the error model, and the shared interface every game runs inside.

Role

UX/UI Designer

Team

2 design · 2 eng · 1 PM

1 education specialist

Timeline

10 months

Status

Live in classrooms

KONIX

40 letters.
11,172 syllables.
One system to teach both.

Konix is a game-based Korean literacy platform used in Korean schools worldwide. I designed the game system behind it — the level architecture, the scoring economy, the error model, and the shared interface every game runs inside.

Role

UX/UI Designer

Team

2 design · 2 eng · 1 PM

1 education specialist

Timeline

10 months

Status

Live in classrooms

KONIX

40 letters.
11,172 syllables.
One system to teach both.

Konix is a game-based Korean literacy platform used in Korean schools worldwide. I designed the game system behind it — the level architecture, the scoring economy, the error model, and the shared interface every game runs inside.

Role

UX/UI Designer

Team

2 design · 2 eng · 1 PM

1 education specialist

Timeline

10 months

Status

Live in classrooms

01.

01.

The bet
The bet

Korean isn't memorized; it's assembled — 40 letters snap together into 11,172 syllable blocks. Every competitor taught vocabulary. We taught the assembly rule, so a learner can read a word they've never seen.

Korean isn't memorized; it's assembled — 40 letters snap together into 11,172 syllable blocks. Every competitor taught vocabulary. We taught the assembly rule, so a learner can read a word they've never seen.

Korean isn't memorized; it's assembled — 40 letters snap together into 11,172 syllable blocks. Every competitor taught vocabulary. We taught the assembly rule, so a learner can read a word they've never seen.

02.

02.

The hard part wasn't the games
The hard part wasn't the games

It was making 16 game types across 3 content tracks behave like one product — one scoring logic, one HUD, one set of rules a seven-year-old could carry from screen to screen without re-learning anything.

It was making 16 game types across 3 content tracks behave like one product — one scoring logic, one HUD, one set of rules a seven-year-old could carry from screen to screen without re-learning anything.

It was making 16 game types across 3 content tracks behave like one product — one scoring logic, one HUD, one set of rules a seven-year-old could carry from screen to screen without re-learning anything.

03.

03.

The decision I'd defend in any interview.
The decision I'd defend in any interview.

I made the penalty for a wrong answer scale with how easy that answer was to guess. A wrong tap in a 12-card matching game costs 7 points. A wrong tap in a yes/no question costs 17. Guessing had to be a bad strategy, or the score meant nothing.

I made the penalty for a wrong answer scale with how easy that answer was to guess. A wrong tap in a 12-card matching game costs 7 points. A wrong tap in a yes/no question costs 17. Guessing had to be a bad strategy, or the score meant nothing.

I made the penalty for a wrong answer scale with how easy that answer was to guess. A wrong tap in a 12-card matching game costs 7 points. A wrong tap in a yes/no question costs 17. Guessing had to be a bad strategy, or the score meant nothing.

04.

04.

What it says about how I work.
What it says about how I work.

I specified this at PRD depth — states, edge cases, data shapes, mobile fallbacks — and I cut my own favourite idea when it couldn't ship. That's the part that transfers to checkout flows and payment UX.

I specified this at PRD depth — states, edge cases, data shapes, mobile fallbacks — and I cut my own favourite idea when it couldn't ship. That's the part that transfers to checkout flows and payment UX.

I specified this at PRD depth — states, edge cases, data shapes, mobile fallbacks — and I cut my own favourite idea when it couldn't ship. That's the part that transfers to checkout flows and payment UX.

0+

0+

Korean-language students in the addressable network

0+

0+

Korean-language students in the addressable network

0+

0+

Korean-language students in the addressable network

0

0

Korean schools worldwide

0

0

Korean schools worldwide

0

0

Korean schools worldwide

0

0

Hangul game–level combinations from 6 reusable game types

0

0

Hangul game–level combinations from 6 reusable game types

0

0

Hangul game–level combinations from 6 reusable game types

0s

0s

Hard cap on every game session, set by observed attention span

0s

0s

Hard cap on every game session, set by observed attention span

0s

0s

Hard cap on every game session, set by observed attention span

THE PROBLEM

THE PROBLEM

THE PROBLEM

Every Korean app taught words.
None taught the machine that makes them.
Every Korean app taught words.
None taught the machine that makes them.

Hangul isn't an alphabet in the Latin sense. It's a combinatorial system. Forty letters slot into a fixed frame — initial consonant, vowel, optional final consonant — and every syllable in the language falls out of those rules.

Learn 40 pieces and the rule that joins them, and you can pronounce a word you've never encountered. That's not a feature. That's the whole product.

Hangul isn't an alphabet in the Latin sense. It's a combinatorial system. Forty letters slot into a fixed frame — initial consonant, vowel, optional final consonant — and every syllable in the language falls out of those rules.

Learn 40 pieces and the rule that joins them, and you can pronounce a word you've never encountered. That's not a feature. That's the whole product.

C1 초성

C1 초성

C1 초성

+

+

C2 종성

C2 종성

C2 종성

+

+

V1 중성

V1 중성

V1 중성

=

=

The rule, in one image. Three slots, one block, infinite words.

The rule, in one image. Three slots, one block, infinite words.

Research & Iteration

Research & Iteration

Research & Iteration

Classroom observation plus play-testing with 25 students, ages 6–12, in live Korean-school sessions. Not a lab. The actual room, with the actual noise.

Classroom observation plus play-testing with 25 students, ages 6–12, in live Korean-school sessions. Not a lab. The actual room, with the actual noise.

Observed

Attention collapsed at the two-minute mark

Attention collapsed at the two-minute mark

Shipped

120 seconds became a hard system constraint

120 seconds became a hard system constraint

Observed

Sound was the engagement engine, not decoration

Sound was the engagement engine, not decoration

Shipped

Audio on every screen, at a specified voice

Audio on every screen, at a specified voice

Observed

Kids replayed for the reward, not the lesson

Kids replayed for the reward, not the lesson

Shipped

Completion stickers and a top-10 leaderboard

Completion stickers and a top-10 leaderboard

System architecture

System architecture

System architecture

Classroom observation plus play-testing with 25 students, ages 6–12, in live Korean-school sessions. Not a lab. The actual room, with the actual noise.

Classroom observation plus play-testing with 25 students, ages 6–12, in live Korean-school sessions. Not a lab. The actual room, with the actual noise.

Track 01 · Violet Blue

Hangul — a ladder

Exactly 8 levels, strictly sequential: basic vowels → tricky vowels → Y-diphthongs → W-diphthongs → plain, aspirated and tense consonants → final consonants. Fixed and finite. Navigation shows position and progress.

Exactly 8 levels, strictly sequential: basic vowels → tricky vowels → Y-diphthongs → W-diphthongs → plain, aspirated and tense consonants → final consonants. Fixed and finite. Navigation shows position and progress.

Track 02 · Green

Words — a library

Open-ended categories: animals, body, clothing, colour, fruit, numbers, transport, sports, places, feelings, occupations, illness, cooking, and motion verbs. No order, no ceiling. Navigation is browse, not climb.

Open-ended categories: animals, body, clothing, colour, fruit, numbers, transport, sports, places, feelings, occupations, illness, cooking, and motion verbs. No order, no ceiling. Navigation is browse, not climb.

Track 03 · Blue + orange

Grammar — a library, harder

Also open-ended, but each entry is a pattern rather than a noun — sentence endings, connectors, particles. Needed the same browsing model with room for explanation.


Also open-ended, but each entry is a pattern rather than a noun — sentence endings, connectors, particles. Needed the same browsing model with room for explanation.

The scoring economy

The scoring economy

The scoring economy

If guessing pays, the score is a lie.

The rule: the cost of a wrong answer scales with how easy that answer was to guess. A twelve-card matching game gives a child a ~8% chance of a lucky hit, so a miss costs 7 points — cheap enough to keep trying. A yes/no grammar question gives them a 50% chance, so a miss costs 17 — expensive enough that coin-flipping loses. Reward stays roughly flat; risk does the work.

The rule: the cost of a wrong answer scales with how easy that answer was to guess. A twelve-card matching game gives a child a ~8% chance of a lucky hit, so a miss costs 7 points — cheap enough to keep trying. A yes/no grammar question gives them a 50% chance, so a miss costs 17 — expensive enough that coin-flipping loses. Reward stays roughly flat; risk does the work.

Game

Game

Guess Odd

Guess Odd

Guess Odd

Guess Odd

Cost of a wrong answer

Cost of a wrong answer

Panelty

Panelty

Hangul · Match Attack

Hangul
· Match Attack

4 × 3 grid · +50 correct

4 × 3 grid · +50 correct

~8%

~8%

-7

-7

Grammar · Match Attack

Grammar
· Match Attack

4 × 4 grid · +60 correct

4 × 4 grid · +60 correct

~6%

~6%

-9

-9

Words · Match Attack

Words
· Match Attack

4 × 4 grid, image + audio · +50 correct

4 × 4 grid, image
+ audio · +50 correct

~6%

~6%

-12

-12

Grammar · Grammar Master

Grammar
· Grammar Master

4 options · +50 correct

4 options · +50 correct

25%

25%

-12

-12

Grammar · Yes or No

Grammar
· Yes or No

2 options · +50 correct

2 options · +50 correct

50%

50%

-17

-17

Why not just punish every error equally?

Because a wrong answer in a 16-card matching game usually means a child is thinking, and a wrong answer in a two-option question often means they aren't. A flat penalty treats those identically and teaches kids that effort and coin-flipping cost the same. It also makes the leaderboard meaningless across games.

Because a wrong answer in a 16-card matching game usually means a child is thinking, and a wrong answer in a two-option question often means they aren't. A flat penalty treats those identically and teaches kids that effort and coin-flipping cost the same. It also makes the leaderboard meaningless across games.

Main Game Page

Main Game Page

Game Intro Page

Game Intro Page

Block Master Game

Block Master Game

Outcome

Outcome

Outcome

Live, in classrooms, and instrumented.

Analytics were specified and wired before launch, not bolted on after — completion, replay, drop-off point and error selection per game–level. That last one is the one I care about: because every distractor has a known meaning, wrong answers come back as diagnosis rather than noise.

Analytics were specified and wired before launch, not bolted on after — completion, replay, drop-off point and error selection per game–level. That last one is the one I care about: because every distractor has a known meaning, wrong answers come back as diagnosis rather than noise.

0%

0%

Game completion rate, up from the initial prototype

0%

0%

Game completion rate, up from the initial prototype

0%

0%

Game completion rate, up from the initial prototype

0%

0%

Positive feedback from teachers and parents

0%

0%

Positive feedback from teachers and parents

0%

0%

Positive feedback from teachers and parents

0

0

Game types across three content tracks

0

0

Game types across three content tracks

0

0

Game types across three content tracks

0

0

Korean schools in the distribution network

0

0

Korean schools in the distribution network

0

0

Korean schools in the distribution network

"Finally, a tool that teaches how to read, not just vocabulary."

"Finally, a tool that teaches how to read, not just vocabulary."

Teachers

"My child can now sound out any Korean word they see"

"My child can now sound out any Korean word they see"

Parents

"Now it's fun to do Korean school homework."

"Now it's fun to do Korean school homework."

Students

Where I'd take it next

Where I'd take it next

Where I'd take it next

Next 01

Adaptive difficulty from error patterns
Adaptive difficulty from error patterns

The distractor taxonomy already produces a per-learner error signature. Routing that back into level selection is a data problem now, not a design one.

The distractor taxonomy already produces a per-learner error signature. Routing that back into level selection is a data problem now, not a design one.

The distractor taxonomy already produces a per-learner error signature. Routing that back into level selection is a data problem now, not a design one.

Next 02

A teacher dashboard
A teacher dashboard

Class-level error patterns are the most valuable thing the product generates and currently nobody sees them. This is where I'd spend the next quarter.

Class-level error patterns are the most valuable thing the product generates and currently nobody sees them. This is where I'd spend the next quarter.

Class-level error patterns are the most valuable thing the product generates, and currently nobody sees them. This is where I'd spend the next quarter.

Next 03

Port the model to another script
Port the model to another script

The architecture is script-agnostic — any writing system with combinatorial rules could sit on it. That's a platform argument, not a feature one.

The architecture is script-agnostic — any writing system with combinatorial rules could sit on it. That's a platform argument, not a feature one.

The architecture is script-agnostic — any writing system with combinatorial rules could sit on it. That's a platform argument, not a feature one.

Next case study

Redesigning a mission-led website that created clearer paths to donate, volunteer, and understand BARC’s impact.

Redesigning a mission-led website that created clearer paths to donate, volunteer, and understand BARC’s impact.

Redesigning a mission-led website that created clearer paths to donate, volunteer, and understand BARC’s impact.