This page showcases selected design work across two impactful products — PractiDo (Olympiad Practice App) and Sober Peer (Mental Health Platform). Both projects reflect my passion for youth-centered design, gamification, and emotionally intelligent visuals.
Quick Project Links
Practido: Olympiad Practice Case Study
Sober Peer
📘 Project 1: PractiDo – Olympiad Practice App
Helping kids learn through fun, reward-based practice.
1. Project Description
Practido: Olympiad Practice is a learning app designed to help children aged 7–15 prepare for competitive Olympiad exams in subjects like Math, Science, English, and Computers. My role was to lead the product design end-to-end — from research and UX to gamification, illustrations, and final UI.
Design Thinking Approach
To create a playful yet effective Olympiad practice experience, I followed a structured UX process to ensure we met both kids' and parents' needs.
- Research Phase (Empathy)
- User Interviews: Conducted interviews with both kids and parents to understand their struggles with practice vs. learning.
- Surveys: Used surveys to gauge engagement levels, challenges faced by kids during practice, and what parents found most helpful in tracking progress.
- SWOT Analysis:
- Strengths (fun practice, engagement)
- Weaknesses (attention span issues)
- Opportunities (personalized learning, gamification)
- Threats (competition, distractions).
- Competitive Analysis: Analyzed other apps focused on learning vs. practice, noting what they did well and where they fell short (this is important for understanding how the app fills the gap). Competitors - SOF Olympiad Trainer, Vedantu, Toppr, Khan Academy Kids, Quizizz, Cuemath, Brainly.
2. Ideation Phase (Defining the Problem)