The Konix

The Konix

The Konix

Designing a game-based Korean learning experience for young learners
Designing a game-based Korean learning experience for young learners

Turning a complex learning system into short, consistent, repeatable game experiences.

Turning a complex learning system into short, consistent, repeatable game experiences.

Role: UX/UI Designer
Team: Product · Design · Engineering · Education
Timeline: 10 months
Focus: Research · UX flows · Prototyping · Usability testing · UI iteration

Why I chose Konix for this walkthrough?

Why I chose Konix for this walkthrough?

Why I chose Konix for this walkthrough?

This project pushed me to design for users I could not represent myself.

This project pushed me to design for users I could not represent myself.

This project pushed me to design for users I could not represent myself.

Young Korean learners

  • I was not the target user

  • I could not recreate the experience of learning Korean for the first time

  • The product had to follow a real learning curriculum

  • The experience also had to be engaging enough that children wanted to keep playing

Young Korean learners

  • I was not the target user

  • I could not recreate the experience of learning Korean for the first time

  • The product had to follow a real learning curriculum

  • The experience also had to be engaging enough that children wanted to keep playing

What users said wasn’t always what they did.

What users said wasn’t always what they did.

We spoke with teachers, observed classroom sessions, and tested with young learners to understand real behaviors, not just opinions.

We spoke with teachers, observed classroom sessions, and tested with young learners to understand real behaviors, not just opinions.

Users

Teachers

Classroom experience and curriculum needs

Classroom experience and curriculum needs

Students

Ages 6–12
Different skill levels

Ages 6–12
Different skill levels

Methods

Interviews

Semi-structured

Semi-structured

Usability testing

Classroom + online

Classroom + online

Observation

Real play sessions
Breakdowns

Real play sessions
Breakdowns

Key insights → Design response

Key insights → Design response

Key insights → Design response

Attention dropped during longer sessions.

Attention dropped during longer sessions.

→ Keep games short and focused.

→ Keep games short and focused.

Audio increased engagement.

Audio increased engagement.

→ Make sound part of the interaction.

→ Make sound part of the interaction.

Students responded to immediate rewards.

Students responded to immediate rewards.

→ Use visible feedback and progress.

→ Use visible feedback and progress.

Research became product rules.

Research became product rules.

Research became product rules.

Our findings shaped three key design principles that guided every game and every screen.

SHORT

Keep sessions focused and manageable.

Keep sessions focused and manageable.

CONSISTENT

Learners shouldn’t relearn controls between games.

Learners shouldn’t relearn controls between games.

IMMEDIATE

Every action should produce clear feedback.

Every action should produce clear feedback.

Deep Dive: Turning Hangul structure into an interaction

Deep Dive: Turning Hangul structure into an interaction

Learning goal

Design question / Early sketch / Reference

Prototype

Final UI

Main Game Page

Main Game Page

Game Intro Page

Game Intro Page

Block Master Game

Block Master Game

What shipped and what I learned

What shipped and what I learned

WHAT SHIPPED

• A reusable game structure
Consistent interaction patterns
Responsive web/mobile experiences
A product designed for real learning sessions

• A reusable game structure
Consistent interaction patterns
Responsive web/mobile experiences
A product designed for real learning sessions

• A reusable game structure
Consistent interaction patterns
Responsive web/mobile experiences
A product designed for real learning sessions

WHAT I LEARNED

• Observe behavior, not just answers.

• Design the system, not only the screen.

• Technical constraints are part of the design problem.

• Good feedback improves the work.

• Observe behavior, not just answers.

• Design the system, not only the screen.

• Technical constraints are part of the design problem.

• Good feedback improves the work.