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
I wasn't the learner I was designing for.
I worked with teachers and young learners to understand curriculum needs, attention patterns, and real gameplay behavior.

Curriculum + classroom behavior

Multiple skill levels

Interviews · Observation · Usability testing
DESIGN RESPONSE
Three behaviors shaped the game system.

Design response
Keep games under two minutes and provide immediate feedback.


Design response
Use pronunciation, voice feedback, and sound cues as part of gameplay—not decoration.


Design response
Reward completion and make advancement visible across sessions.

FROM CURRICULUM → GAME SYSTEM
Turning Hangul structure into an engaging learning experience



Understand how syllables are formed
Recognize + combine language components
Match • listen • assemble • repeat
6 game formats across
3 learning tracks
OUTCOME
A curriculum became a playable learning system
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.
Next case study