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ABOUT:

This app is an interactive learning platform designed to engage high school students through fun quizzes, challenges, and collaborative projects. By blending educational content with social networking features, it motivates users to learn, share, and grow together in a vibrant community.

ROL: UX DESIGNER

Design Challenge:

End-to-end process.

Time: 30 days

We faced a design challenge that required creating an engaging, social-media-inspired app for high school students, blending educational quizzes and collaborative projects into a fun, interactive platform 

Design Method:

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Timeline: 

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Research: 

A user experience benchmarking analysis was conducted on educational apps from Latin America, North America, and Europe.

Five in-depth interviews were carried out with high school students aged 14–17 who actively participated in quizzes, challenges, and collaborative projects on the platform.

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Carlos Martínez (15)

Student

Age: 15 years

Grade Level: 9th Grade

Location: Mexico City, Mexico

Family Context:

  • Siblings: 1 younger sister, aged 12.

  • Parents: Both work; his mother is a primary school teacher, and his father is an engineer.

Carlos is a typical teenager who enjoys technology but needs a platform that combines his desire to learn with his passion for social interaction and gaming.

 

He seeks an educational experience that is dynamic, rewarding, and allows him to stand out among his friends. The app should offer him engaging challenges, content creation tools, and the opportunity to compete and collaborate with his peers.

Technology and Digital Habits:

Primary Device: Android smartphone

Social Media Use: Instagram, TikTok, WhatsApp.

Screen Time: Approximately 4 hours daily.

Content Preferences: Short and entertaining videos, memes, quick tutorials about games, and social media challenges.

Tech Skills Level: Medium; comfortable using mobile apps, browsing the web, and creating basic content like memes and short videos.

Interests and Activities:

  • Favorite Subjects: Natural Sciences and Physical Education.

  • Hobbies: Playing video games, practicing soccer, watching TV shows, and hanging out with friends.

  • Extracurricular Activities: Member of the school soccer team, occasionally participates in local tournaments.

Personality:

Rational

Emotional

Technological

No Technological

Apps:

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Devices:

Cellphone

Goals:

  • Academic: Improve his grades in Mathematics and Science; prepare for high school entrance exams.

  • Personal: Be recognized among his friends as someone skilled in technology and video games. He would like to learn more about video editing for his YouTube channel.

Frustrations:

  • Academic: Feels overwhelmed by the amount of homework and often struggles to stay focused while studying.

  • Social: Sometimes feels excluded on social media when his posts don’t get as much interaction as his friends’.

  • Technological: Finds traditional educational platforms boring because they’re not as interactive or fun as social media.

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"Carlos needs an interactive learning platform that engages him in his high school studies through fun quizzes and collaborative projects. He wants a user-friendly interface, but above all, a holistic educational experience that fosters collaboration and academic success."

Principal Task: 

  • Create & Take Quizzes

  • Collaborate on Projects

  • Engage in a Social Feed

  • Track Progress & Achievements

User Flow: 

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Logo:

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The FoxMind logo is designed to visually communicate the brand’s mission of combining education with a sense of community and fun.

 

The Book Icon (Background)The open book represents education and learning—the core purpose of the application. It conveys knowledge and growth, appealing directly to the app’s target audience of high school students.

 

The Speech Bubble (Foreground)The speech bubble symbolizes communication and interaction, reflecting the app’s social aspect where students can collaborate, discuss, and learn from one another. Its bright yellow color draws attention, symbolizing energy and creativity.

 

The Stylized Fox Shape (Negative Space)The combination of elements subtly creates the image of a fox, symbolizing intelligence and curiosity, traits the app seeks to foster in its users. It also ties directly to the app's name, "FoxMind," reinforcing brand recognition.

 

Typography ("FoxMind")The bold, clean typography is modern and approachable, appealing to a young audience. The use of uppercase letters conveys strength and clarity, ensuring the brand feels trustworthy and professional.

 

Tagline ("Where Friends Inspire Education")The tagline emphasizes the unique selling point of the app: education through collaboration and friendship. It reinforces the idea that learning doesn’t have to be solitary or boring—it can be social and engaging.

 

Color Palette

 

Yellow: Represents creativity, energy, and engagement, qualities the app aims to inspire in its users.

 

Orange: A warm and inviting color tied to enthusiasm and encouragement.

 

Black + Purple: Adds contrast and elegance, ensuring readability and balance.

Style Guide:

AB

Font
Montserrat

Aa Bb Cc Dd Ee Ff Gg Hh
Ii Jj Kk Ll Mm Nn Ññ Oo 
Pp Qq Rr Ss Tt Uu Vv Ww
Xx Yy Zz 
1 2 3 4 5 6 7 8 9 0 

Buttons:

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Contrast Web Ratio:

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Final solution:

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