Teaching Programming for Kids

Kody is a playful edutech mobile app aimed at children around ages 9–12 that seeks to spark curiosity and build coding skills through interactive lessons, games, and hands-on exploration. The project was completed in a 4-week timeframe, with the designer working solo.

Kody is a playful edutech mobile app aimed at children around ages 9–12 that seeks to spark curiosity and build coding skills through interactive lessons, games, and hands-on exploration. The project was completed in a 4-week timeframe, with the designer working solo.

Role

Role

UI/ UX Designer

UI/ UX Designer

Industry

Industry

EduTech

EduTech

Tools

Tools

Figma, Miro

Figma, Miro

Time

Time

4 Weeks

4 Weeks

Prototype

Prototype

Challenge

Challenge

Children aged 9–12 learn quickly, are naturally curious, and are in a developmental phase where building problem-solving skills is key.

Children aged 9–12 learn quickly, are naturally curious, and are in a developmental phase where building problem-solving skills is key.

There's not too many apps to support their learning journey when it comes to programming or robotics, either it's too childlike so the kid get bored quickly or complicated, so he will be overwhelmed and lose interest.

Solution

Solution

Find the best approach to teach programming to children aged 9–12 tailoring the learning experience to their developmental stage and curiosity, and making coding education engaging, accessible, and age-appropriate.

Research

Research

To better understand my little user, I focused on 3 main paths :

After a deep dive into child psychology and advanced methods for teaching programming, research shows that children between ages 7–12 understand the world more through logical thinking than through abstract concepts — meaning their learning requires concrete, intuitive interactions.

Many studies highlight that programming can be particularly difficult for that age group — complexity often overwhelms them, reducing motivation and retention.

Based on these insights and listening to the target audience’s experiences, the design direction was shaped to match the cognitive and interaction characteristics of 9–12-year-old children.

Design

Design

Ideation & Prioritization

To help with coming up with the best idea, I used the 2 min idea generating method and arranged them on complexity-value feature prioritization graph to find out the best idea that would be doable to apply.

To help with coming up with the best idea, I used the 2 min idea generating method and arranged them on complexity-value feature prioritization graph to find out the best idea that would be doable to apply.

Design Ssytem

Major Improvements to the Design

Developing the task flow helped me understand the experience from the user’s perspective, structure the app logically, and determine the best approach to integrate features that matter most to dentists.

Developing the task flow helped me understand the experience from the user’s perspective, structure the app logically, and determine the best approach to integrate features that matter most to dentists.

Changing the learning path layout

I found that the user reacted negatively to content designed for children that were even one school grade below or above their own level.

And they wanted to know more details about the next level without being too serious or too childish.

Remove Statistics


Originally designed to plant the accountability and encourage the user

Based on feedback, the user didn’t interact with the statistics on profile screen and that causes to lose the reason of adding it

instead, adding the same informations in big squares with refering icon had a great feedback.

Visual progressing bar


During the testing sessions, I found that most of the users are overwhelmed in the onboarding process.

Though I already added the step numbering but I found that this specific age get attracted more with visuals

Conclusion

Conclusion

Kody was my first full UX project. Through the process, many lessons were learned: the importance of iteration (over 9 Figma file versions), the need for intention in every design decision, and adherence to accessibility standards (e.g. planned WCAG compliance).


More importantly — beyond the deliverables — the journey gave a real sense of what working through a full UX process feels like. The designer realized that good design is not just about output, but about aligning solutions with real user needs, constantly seeking feedback, and being willing to iterate and improve.