Kafshdoozak · A Case Study · 2013 To 2015

Our toughest UX testers were six years old.

Kafshdoozak was a digital storytelling platform that gave children a playful way to create and share their own cartoon stories.

Designing a creative tool for children taught me something quickly: kids are not smaller adults. Instead of expecting them to adapt to the interface, we learned how to make the interface adapt to them.

Role

Co-Founder · Product Designer

Scope

Product Strategy · UX Research · Interaction Design · Prototyping · Visual Design · Character & Experience Design

Users

Ages 6–12

200K+

Monthly active users

15×

User growth

6–12

Years old

1

Award-winning product

Kafshdoozak grew into a storytelling experience used by more than 200,000 children every month, achieved 15× user growth, and received the Top-Rated Mobile App Design Award at the 3rd National Sharif Cup.

The product world

A small screen. A whole world of stories.

A visual language that connects discovery, characters and storytelling.

Designed for small hands

Stories within reach.

Characters with personality

A cast to make your own.

Children could explore stories, create their own cartoon narratives and interact with a visual world designed specifically around them.

The problem

There were plenty of apps for children. Very few let them become the storyteller.

Games entertained them. Videos told them stories. Educational apps taught them things. We saw an opportunity for something more participatory: an environment where a child could combine characters, scenes and ideas without learning complicated creative software.

How do you give someone creative freedom… without giving them a complicated tool?

Reference studies

A familiar visual world.

Storytelling products and visual cues children could already recognize.

Research synthesis

Connect the questions.

Research in context

Learn with people.

Challenge 01

Children don’t always tell you what’s confusing. They show you.

Traditional usability testing relies on conversation. That becomes less reliable when your participant is six. Children often communicated more through their behaviour than through explanation, making observation one of our most valuable research tools.

01

A hesitation mattered.

02

Repeated tapping mattered.

03

Skipping something mattered.

04

Dragging the “wrong” thing mattered.

05

Momentum disappearing mattered.

“I don’t like this.”
Testing early

So we put interfaces in their hands before polishing them.

Paper-based interfaces let children move buttons, change screens and place characters into scenes. We could simulate interaction before building the product — and observe what static mockups could not give us: behaviour.

Original interface studies

Work through the interaction on paper.

Screen layouts explore how scenes, characters and recording controls could fit together.

01 · NavigationExplore alternative screen structures
02 · RecognitionMake visual choices easy to find
03 · InteractionKeep characters close to the scene
04 · SequenceGive each step a clear next action
Challenge 02

Creativity needs options. Too many options kill momentum.

A storytelling tool naturally wants more characters, backgrounds, props, customization and controls. For a child, each addition can also become another decision to understand.

More charactersMore backgroundsMore propsMore customizationMore controlsMore decisions
Creative freedom
×
Cognitive overload
Recognition before explanation

The interface had to speak before the child read anything.

Characters looked like characters. Scenes looked like places. Actions used recognizable visual cues. Large icons and clear hierarchy reduced the reading required to understand what could happen next.

Visual design wasn’t decoration. It was part of the interaction model.

Visual system overview

Recognition across every screen.

Character exploration

A recognizable silhouette.

Explore variation while keeping a shared character language.

Story world

Different stories. One family.

A shared visual language brings characters and stories together.

From interface to play

Children shouldn’t feel like they were operating software. They should feel like they were playing with a story.

The product shifted toward direct visual interaction with characters, environments and narrative elements. Instead of asking how to make controls clearer, we asked a more useful question:

How do we make the controls disappear into the activity?

The building blocks

Characters, props and places.

Visual choices give children the ingredients for a story.

Story output · In motion

A story comes to life.

Play this short, silent animation from the project archive to see the characters inhabiting the story world.

The selection screen and an example story show the connection between choosing visual ingredients and seeing them in a scene.

Story moment 01

Choose a place.

Illustrated environments make a setting a visual choice.

Story moment 02

Give it a cast.

Characters provide a starting point for a child's own narrative.

Story moment 03

Play the story.

Example story scenes combine characters and environments.

Challenge 03

The child wasn’t our only user.

Children needed the product to feel exciting. Parents and educators needed confidence in what children were using. Interviews with parents and teachers helped us understand the wider context and the need for a safe, creative storytelling environment.

Child

Is this fun?

→
Product

Can I create something?

←
Parent / educator

Is this appropriate and meaningful?

Successful children’s products exist inside an ecosystem, not just between a user and a screen.

Then we built it for real

Fidelity increased. The question stayed the same.

A Java-based digital prototype revealed a new class of questions. Animation changed timing. Interactions behaved differently without a human simulating them. Navigation had to work without a researcher sitting beside the child.

01 · Paper

Test the concept.

Move the pieces before committing to an interface.

02 · Interaction blueprint

Plan the behaviour.

The original screen studies map the actions the digital experience needs to support.

03 · Final product

Test at scale.

Carry the visual language through the complete experience.

Can a child understand what to do next?

200K+

Children every month

15×

User growth

And then it grew

An exploration became a product used at scale.

The final visual-first experience let children create and share cartoon narratives around their abilities, rather than forcing them into adult interaction patterns.

The final product · In motionA short showcase from the project archive. Play to see the characters and story world in motion.
The stories

Different characters. Endless possibilities.

The cast

A world full of personalities.

The discovery experience

Find a story. Start another.

A colourful library connects browsing with making.

Arrive at the world the case study has spent the whole page building: stories, characters, discovery and play.

What didn’t work

Adult assumptions failed quickly.

01

Small controls

What felt reasonable to an adult designer could be frustrating for a younger user. We increased sizes after seeing how children actually interacted.

02

Assuming instructions would fix confusion

If a child repeatedly needed an explanation, changing the interaction was often the better solution.

03

Designing from adult logic

Children interpreted hierarchy, gestures and visual cues differently than expected. Observation challenged those assumptions.

04

Adding choice without considering effort

More customization created more possibility — and more decisions. Expression and simplicity had to remain balanced.

What I learned

Good usability testing doesn’t always require good verbal feedback.

Children taught me to pay closer attention to behaviour. Those signals often reveal more about an interface than a perfectly articulated answer.

01Where does someone hesitate?
02What do they try before asking for help?
03What do they completely ignore?
04Where does momentum disappear?
And one more thing

Kids are brutally honest UX testers.

“That’s ugly.”

You can spend days researching and designing what you believe is a brilliant feature, and a child may look at it for three seconds, say exactly that, and move on. I loved the lack of decoding. It was a constant reminder that the product wasn’t designed to impress the design team.

It had to work for them.

The outcome

The award mattered. The way we got there mattered more.

01

Researching in person

02

Prototyping before polishing

03

Watching behaviour instead of defending assumptions

04

Designing around real human capabilities

My biggest takeaway

Don’t design for the user you imagine. Watch the one in front of you.

See the rest of my work.

Back to all work