Konix

Konix

Konix
Language learning app
Language learning app

Language learning app

Potential User

Potential User

Potential User

92,000+

92,000+

92,000+

Korean language students in 1,462 schools worldwide

Korean language students
in 1,462 schools worldwide

Master the Korean Alphabet System,
Read Anything in Korean

Master the Korean Alphabet System,
Read Anything in Korean

Master the Korean Alphabet System,
Read Anything in Korean

Master the 40 letters and their combinations—then read, write, and pronounce anything

Project Summary

The Team: 2 Designers, 2 Developers, 1 PM, 1 Education Specialist

The Team: 2 Designers, 2 Developers, 1 PM, 1 Education Specialist

Project Timeline: 10 months

Project Timeline: 10 months

Problem

Problem
Problem

Korea's unfamiliar alphabet intimidates learners. Traditional methods teach vocabulary without explaining how the writing system actually works.

Solution

Solution
Solution

Konix is a gamified learning platform that teaches Hangul's structural logic—40 letters → 11,172 possible syllables. Learn the system once, read Korean forever.

Impact

Impact
Impact

Serves 92,000+ students across 1,462 Korean schools globally with a systematic, engaging path to literacy.

Learning Philosophy

Structure Over Memorization

Foundation

Foundation

Foundation

Levels 1-4
Master Vowels
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Building Blocks

Building Blocks

Building Blocks

Levels 5-7
Add Consonants
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Mastery

Mastery

Mastery

Level 8+
Combine Freely
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Research & Iteration

Research method: Classroom observation + play testing with 25 Korean school students (ages 6-12)

Key Findings

Key Findings

Key Findings

Low attention span

Low attention span

Kids lose focus after 2 min

Kids lose focus after 2 min

Sound = engagement

Sound = engagement

Kids lose focus after 2 min

Kids lose focus after 2 min

Achievement motivation

Achievement motivation

Kids replayed for rewards

Kids replayed for rewards

Suggested Solution

Suggested Solution

Suggested Solution

Games under 2 minutes

Games under 2 minutes

Quick wins, immediate feedback

Quick wins, immediate feedback

Audio in every game

Audio in every game

Voice feedback + sound effects

Voice feedback + sound effects

Completion stickers

Completion stickers

Visual progress tracking

Visual progress tracking

Design Response

Design Response

Design Response

High-Fidelity Design

High-Fidelity Design

Main Game Page

Main Game Page

Game Intro Page

Game Intro Page

Block Master Game

Block Master Game

Impact & Results

Early outcomes:

Game completion rate (vs 60% in initial prototype)

60%

60%

Increase in voluntary replay rate

X1

X1

Positive feedback from teachers and parents

70%

70%

Testimonial

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Teachers

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

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Parents

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

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Students

"Now, it's fun to do Korean school homework!"

Reflections & Next Steps

Reflections & Next Steps
What I Learned

• User research with the actual target age group is essential— adult assumptions about "fun" don't match kids' reality.
• Collaboration across disciplines (education + design + development) produces better outcomes than siloed work.
• Small design choices (sound, stickers, 2-min games) have an outsized impact on engagement.

Future Opportunities

• Expand to include pronunciation assessment using speech recognition
• Add parent dashboard for tracking progress at home
• Develop adaptive difficulty based on individual error patterns
• Scale to other languages with systematic alphabets (Arabic, Thai)