Konix - Korean Language Learning App

Konix - Korean Language Learning App

Konix - Korean Language Learning App

Learn Korean through bite-sized games.

Learn Korean through bite-sized games.

Learn Korean through bite-sized games.

Design curriculum-aligned content and crafted playful UI solutions that resonate with young learners.

Project Summary

Project Summary
Problem

Problem

Problem

• Korean language learners struggle to stay motivated when traditional methods don't make the connection between sounds and letters intuitive or fun.

• The gap between traditional teaching methods and modern learners' needs

• Difficulty maintaining consistent engagement with Korean language learning

• Korean language learners struggle to stay motivated when traditional methods don't make the connection between sounds and letters intuitive or fun.

• The gap between traditional teaching methods and modern learners' needs

• Difficulty maintaining consistent engagement with Korean language learning

• Korean language learners struggle to stay motivated when traditional methods don't make the connection between sounds and letters intuitive or fun.

• The gap between traditional teaching methods and modern learners' needs

• Difficulty maintaining consistent engagement with Korean language learning

Purpose & Background

Purpose & Background

Purpose & Background

• Target audience: Future Korean school students and new generation Korean learners.

Goal: Help learners enjoy and consistently engage with Korean language learning.

Addresses the gap between traditional teaching methods and modern learners.

• Target audience: Future Korean school students and new generation Korean learners.

Goal: Help learners enjoy and consistently engage with Korean language learning.

Addresses the gap between traditional teaching methods and modern learners.

• Target audience: Future Korean school students and new generation Korean learners.

Goal: Help learners enjoy and consistently engage with Korean language learning.

Addresses the gap between traditional teaching methods and modern learners.

Konix's unique learning philosophy

01

Sequential Learning Design
Sequential Learning Design
Sequential Learning Design

Vowels → Consonants → Syllables (with clear rationale)

Vowels → Consonants → Syllables (with clear rationale)

Vowels → Consonants → Syllables (with clear rationale)

02

Error-Prevention Strategy
Error-Prevention Strategy
Error-Prevention Strategy

Targeting common learner mistakes (e.g., ㅏㅓ, ㅗㅜ, ㅔㅐ confusion)

Targeting common learner mistakes (e.g., ㅏㅓ, ㅗㅜ, ㅔㅐ confusion)

Targeting common learner mistakes (e.g., ㅏㅓ, ㅗㅜ, ㅔㅐ confusion)

03

Multi-Modal Learning
Multi-Modal Learning
Multi-Modal Learning

Visual (letters), Auditory (sounds), Kinesthetic (speaking/clicking)

Visual (letters), Auditory (sounds), Kinesthetic (speaking/clicking)

Visual (letters), Auditory (sounds), Kinesthetic (speaking/clicking)

Product Requirement & Low-Fidelity Wireframes

Product Requirement & Low-Fidelity Wireframes

01

Game Screen

Use bright visuals, a timer, and a point-earning button to keep kids engaged.

Game Screen

Use bright visuals, a timer, and a point-earning button to keep kids engaged.

Game Screen

Use bright visuals, a timer, and a point-earning button to keep kids engaged.

Learning Strategy

Use matching games, drag-and-drop activities, and voice-based repetition to teach pronunciation and vocabulary.

Learning Strategy

Use matching games, drag-and-drop activities, and voice-based repetition to teach pronunciation and vocabulary.

Learning Strategy

Use matching games, drag-and-drop activities, and voice-based repetition to teach pronunciation and vocabulary.

02

03

Easy Curriculum-Aligned Content

Avoid heavy reading — rely on visuals, audio cues, and simple interactions.

Easy Curriculum-Aligned Content

Avoid heavy reading — rely on visuals, audio cues, and simple interactions.

Easy Curriculum-Aligned Content

Avoid heavy reading — rely on visuals, audio cues, and simple interactions.

High-Fidelity Design

High-Fidelity Design

Results & Reflection

Results & Reflection
What I Learned

• Designing for young children means removing friction while keeping experiences fun and motivating
• Collaborating with teachers gave me deeper insight into real classroom constraints
• Testing with children showed the importance of intuitive layout and reward-driven interactions

Next Steps

• Conduct usability testing with children to assess flow and comprehension
• Expand game offerings by difficulty level and theme
• Design and implement a parent dashboard to visualize progress and reinforce learning at home