Cloud

Services

Mobile App Design

Year

2025

Project Overview

Cloud is a simple, kid-friendly mobile game designed to reduce overstimulation and support focus, coordination, and pattern recognition. The goal: build a safe, calm experience kids enjoy and parents trust.

Problem:

Most children’s games are noisy, ad-driven, and visually chaotic. Kids struggle with confusing interfaces and harsh failure states, while parents worry about safety and screen time.

Goal:

Cloud aims to create the opposite: a quiet, intentional game that supports short, meaningful play.

My role:

Product Designer

Responsibilities:
  • conducting research,

  • Interaction Design

  • Visual Design

  • usability studies,

  • iterating on designs,

  • making high-fidelity prototype

I structured the product around three principles

Simplicity:

A single-input mechanic kids can learn in seconds.

Calmness:

Soft visuals, minimal UI, gentle animations, no ads.

Skill-Building:

Levels that teach timing, rhythm, and pattern recognition at a controlled, predictable pace.

User Research

To ground Cloud in real user needs, I conducted lightweight qualitative research with children in my immediate environment, using my siblings as study participants. The goal was not statistical validation, but to uncover early behavioral patterns around attention, frustration, and comprehension in casual mobile games.

The research focused on three questions:
  • How quickly do children understand basic controls?

  • What causes frustration or disengagement?

  • What visual or interaction patterns feel calming versus overwhelming?

Pain Points

Overloaded Interfaces:

Children struggled when screens contained too many visual elements competing for attention. Busy UI made it harder to understand what actions mattered.

Harsh States:

Sudden loss, loud sounds, or abrupt restarts caused frustration and disengagement. Children preferred soft recovery and encouragement to try again.

Unclear Progression:

When difficulty increased too quickly or without visual cues, children felt the game was “unfair” rather than challenging, leading to early drop-off.

User Personas

Personas were selected by conducting user research and identifying common pain points, that frustrate and block the user from getting what they need from a product.

User Journey Map

I developed a user journey map to understand how a child moves through the experience from first launch to continued play. The journey highlights moments of confusion, frustration, and motivation, and helped identify opportunities to reduce cognitive load and improve flow.

Goal

Play a short mobile game that feels calm, learnable, and rewarding without stress.

nice interior

Outcome:

This journey informed key design decisions, including a single-input control model, minimal UI, gentle failure states, and gradual difficulty progression—supporting calm, confidence-building play sessions.

Starting the Design

To ground Cloud in real user needs, I conducted lightweight qualitative research with children in my immediate environment, using my siblings as study participants. The goal was not statistical validation, but to uncover early behavioral patterns around attention, frustration, and comprehension in casual mobile games.

Sitemap

It's a structured scheme that outlines the pages and content hierarchy of the app.

Next step: creating the website map. Initially structure of the project was more complicated, and contained more services, sections etc. But the goal was to make it as simple as possible, and at the same time with all the info. 

nice interior

Paper Wireframes

They initially oriented on the basic structure of the homepage and highlight the intended function of each element.

I sketched several different layouts for how the homepage's information structure could appear. After reviewing all the versions, I merged them into a refined design. Additionally, since Credroad customers access the site on various devices, I began working on designs for different screen sizes to ensure the site is fully responsive.
The goal was to explore different ideas with wireframes.

nice interior

Digital Wireframes

More "clear" version of wireframes in a digital form. Also all the important pages are added

in it.

On this step I used the Figma design tool to create digital wireframes of all the pages. Then I bonded all of them into the clear and smooth structure.
The goal is to show how all the pages and things interact with each other.

nice interior

Usability Studies

This is an examination of users and their needs, which adds realistic context to the design process. 

Initially, I conducted unmoderated usability studies with several participants, who answered various questions about the site and shared their observations while interacting with the low-fidelity prototype. After gathering the data, I analyzed and synthesized the information. Ultimately, I identified key themes and generated several insights.
The goal was to identify pain points that the user experiences with the app designs so the issues can be fixed before the final product launches.

Credit score:

Make the credit score image more understandable visually, add bureaus description.

Card comparison:

There is no clear way how to add cards to comparison, or remove them.

User dashboard:

On the dashboard user don’t have an information how to improve his credit score, it’s great to have all the things here.

Refining Design

On this step, first I created a static, high-fidelity Voo's app design (keeping in mind all the conclusions from the previous phase of usability studies) that is a clear representation of a final product called design mockups.
After that, I created a high-fidelity prototype of the app.

Mockups

These are a high fidelity design that represents a final product

I created all the app pages mockups, incorporating the right design elements such as typography, color, and iconography. I also included captivating and visually appealing images, and developed all the necessary components and elements.
The goal was to demonstrate the final Voo's app in as much detail as possible.

Main page, web
Main page, mobile
Credit score tracking
Credit improvement tips
Credit card marketplace
Credit card, item
User dashboard
Educational resources

Outcome

Now, finally, it remained to pay attention to several takeaways and plan some further steps.

Takeways

The series of hand-drawing frames that visually describe and explore a user's experience with a product. 

Impact:

Our target users have described Credroad's design as intuitive and user-friendly, allowing them to easily check and improve their credit scores, find all necessary information, and choose the most suitable credit plan.

What I learned:

The main thing I learned that even a small change can have a huge impact on the user experience. The most important takeaway for me is to always focus on the real needs of the user. 

Next Steps

The series of hand-drawing frames that visually describe and explore a user's experience with a product. 

Conduct follow-up usability testing on the new app iteration.

Identify any additional areas of need and ideate on new features.

Let me help with a great visual solution for your business.

Contact Me

Set up a time to talk about your design needs.