Case study · IOS & ANDROID APP

Redesigning how children ages 2–6 learn, play, and grow.

Company
Homer
Role
Product Designer
Year
2020–2022
OVERVIEW
Overview

Homer needed to become the product parents kept — and kids wanted to return to.

The context

Homer is an early learning app for children ages 2–6, with a library of 1,000+ lessons across reading, math, and social-emotional development. At the time of this project, the app had strong acquisition numbers but was losing ground on retention — kids were opening the app, but not coming back.

My role

I was the sole product designer on this initiative, working directly with the VP of Product, two engineers, and the brand team. I owned the full design lifecycle: research, wireframes, prototypes, usability testing, design system, and final UI across iOS, Android, and web.

IMG 01
Project overview — key screens

Hero overview showing the full product context.

Research

We spent two weeks watching kids use the app. Not asking — watching.

I ran 14 moderated usability sessions with children ages 2–6 and their parents across in-home, daycare, and remote settings. The goal wasn't to validate — it was to understand what was actually happening before we touched anything.

IMG 02
Research — field observations and synthesis

Research artifacts from 14 usability sessions.

Objectives

Three design objectives, each tied to a measurable outcome.

Objective 01

Make relevant content more accessible

Target: Reduce time-to-first-lesson by 40%

The content library had over 1,000 lessons. Kids couldn't find anything. We rebuilt content discovery from scratch — moving from a flat grid to a curated, character-led home screen.

IMG 001
Objective 01 — explorations

Design explorations for objective 01.

Objective 02

Enhance usability for non-readers

Target: Zero text-dependent navigation paths

Every navigation element relied on text labels that 60% of our users couldn't read. We rebuilt the nav system around iconography, character cues, and audio feedback.

IMG 002
Objective 02 — explorations

Design explorations for objective 02.

Objective 03

Spark joy and drive return visits

Target: Increase D7 retention by 25%

The app felt static. We introduced motion, character reactions, and celebration moments — designing for joy, not addiction.

IMG 003
Objective 03 — explorations

Design explorations for objective 03.

Solution

A character-led home screen, icon-only navigation, and a living design system.

The final design centered on three core changes: a curated home screen driven by Homer's character cast, a fully icon-based navigation system that worked without text, and a motion design language that made the app feel alive.

IMG 04
Solution — final designs

Final shipped product screens.

Process

How we got there — the iterations, dead ends, and pivots.

What we built and killed

We prototyped a recommendation engine, a learning path flow, and a parent dashboard in the first two weeks. All three got cut after testing. Killing them early saved roughly 3 sprints of engineering time.

Design system work

I built a component library of 40+ components across iOS, Android, and web — the first time Homer had a unified system across platforms. The system cut per-feature design and build time by roughly 30%.

IMG 05
Process — component library and flows

Design system components and user flows.

Outcome

Shipped on time. Retention moved. The design system outlasted the project.

40%
faster time-to-first-lesson
25%
increase in D7 retention
30%
reduction in build time per feature
IMG 06
Outcome — final shipped product

Final shipped product.

Reflection

What I'd do differently, and what I'd protect.

What I'd do differently

I'd push for a longer research phase with more children under 3. I'd also involve engineering earlier in the design system work — I built it largely in isolation and some component specs needed significant revision before they could ship.

What I'd protect

The decision to cut the recommendation engine. Every stakeholder wanted it. The data didn't support it. Holding that line — with research to back it up — was the right call and probably saved the project from scope creep.

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