Product Designer
Ages 6–12
3 learning tracks
Classroom + usability tested
THE PRODUCT INSIGHT
Korean isn't learned one letter at a time.
Learners were being asked to memorize words before understanding the system underneath them. I focused the experience on how Hangul components combine into readable syllable blocks.
Learn the system → decode new words
Research & iteration
We spoke with teachers, observed classroom sessions, and tested with young learners to understand real behaviors, not just opinions.
Users

Teachers

Students
Methods
Interviews
Usability testing
Observation
Key insights → Design response
Our findings shaped three key design principles that guided every game and every screen.
Attention dropped quickly

Sound changed engagement

Progress motivated repetition

Turning Hangul structure into an interaction



One learning system. Three stages.
Foundation → Building → Mastery
Track 01 · Violet Blue + Pink
Hangul
Track 02 · Green + Orange
Words
Track 03 · Blue + Orange
Grammar



Outcome
Live, in classrooms, and instrumented.

Teachers

Parents

Students
NEXT OPPORTUNITY
Adaptive learning from error patterns
The game already produces signals about which distractors learners repeatedly choose. A future adaptive layer could use those patterns to recommend the next level or extra practice.
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