0→1 Product Case Study

Nebula

A reading adventure for children, balancing children’s motivation with parents’ need for visibility.

Nebula is a self-initiated 0-to-1 product: part story world, part reading system, shaped by parent research, tested with children aged 6–11 and developed into a coded, navigable prototype.

  • 455survey responses
  • 10parent interviews
  • 2testing rounds
  • 22coded routes
Cockpit screen from the coded prototype, showing level progress, streak, badges and quick access to the Library, Missions and Ship. Coded prototype

Product direction · Research · UX/UI · Usability testing · Front-end prototype

My contribution
Independent product design
Context
Self-initiated reading experience
Delivered
Research, child usability studies and a coded prototype

01 · Problem & evidence

A small universe with a real product problem

A child leaning in close to a tablet showing an in-app message from Artie, the app's onboarding character.

Children

Children needed a reason to return that felt less like homework and more like a journey.

Parents

Parents wanted reassurance without turning reading into another thing to police.

Product opportunity

Build a playful reading world children would want to revisit, while giving parents enough visibility to support progress confidently.

Self-initiated and led end to end across product direction, research, UX/UI, usability testing and front-end prototyping.

Evidence shaped the product direction

Survey result from the 2020 parent survey: 23% of respondents identified mothers or female guardians as the primary influence on their child's reading habits.

455responses in 2020

  • 42responses in 2021
  • 10parent interviews
  • 2usability rounds

What the evidence revealed

  • Motivation to read was personal, not generic.
  • Entertainment strongly competed for children's attention.
  • Parents wanted reassurance and visibility into progress.

How it shaped the product

  • Make reading feel like exploration

    Use a playful product world to create motivation and continuity.

  • Reduce friction for young readers

    Use visual cues, clear paths and less dense text.

  • Keep parents meaningfully informed

    Parents wanted reassurance and clearer visibility into progress.

Certainty, Supposition and Doubt matrix used to organize research findings before shaping the survey and early design decisions.

Known

Parents wanted visibility into reading progress; children needed a stronger reason to keep reading.

Assumed

An adventure framing would sustain motivation for longer than a rewards or streak mechanic alone.

Needed validation

Whether icon-led navigation would be clear to children without supporting text — tested later with children.

Survey results from the 2020 parent research and the CSD matrix used to separate assumptions before prioritization.

02 · System & trade-off

One product, two connected experiences

Nebula had to serve two audiences without flattening either one. Children needed wonder, momentum and low-friction reading. Parents needed reassurance, progress visibility and a sense that the experience was meaningful. I designed and programmed the product as a shared reading ecosystem with distinct child and grown-up experiences.

Child experience
Grown-up experience

Child experience in full: role selection, onboarding, personalization, dashboard, library, reading, missions, achievements, profile, universe and world exploration. Grown-up experience in full: role selection, authentication, dashboard, kids, explorers, settings.

The routes confirm that both experiences were programmed. Different areas remain at different levels of completeness and visual fidelity.

The central product trade-off

The two audiences did not just have different needs — they pulled the product in opposite directions. Resolving that tension, rather than picking a side, was the core design decision.

Immersion for children

A world children want to stay inside — playful language, illustration-led navigation, minimal friction between wanting to read and reading.

Visibility for parents

Enough visibility to feel reassured about progress, without turning the child's experience into something that feels monitored.

Direction: protect the child's sense of adventure while giving grown-ups a separate, calmer view of progress.

03 · Decisions

Three product decisions

Each decision connects a research observation to the interface response and the next question to test.

Galaxy exploration map from the coded prototype, showing a dashed route between planets used for navigation instead of text menus.

02 · Navigation

Visual-first navigation

I used illustration and visual cues to reduce dependence on dense text.

Evidence: Visible in the exploration experience and informed by testing.

Boundary: Testing also showed that icons still needed explanation.

Library screen from the coded prototype, showing continue-reading, recommended titles and a books-read history that carries progress forward.

03 · Dual audience

One direction, two audiences

The child's reading journey and parents' need for visibility shaped one connected product direction.

Evidence: Supported by parent interviews and survey findings.

Boundary: The grown-up routes are programmed but still need navigation, data and visual fidelity to be verified.

04 · Testing

Testing changed the design

Nebula was tested twice with children aged 6–11. Each moderated round was tied to a specific prototype stage.

Round 1 — low-fidelity prototype

Low-fidelity wireframe from Round 1 of the Nebula prototype.

BeforeSign-in, icons and plan visibility were untested assumptions.

What children revealedChildren needed a simpler sign-in flow, clearer icons and easier access to plans.

Design directionSimplify entry, add explanation and improve plan visibility.

Round 2 — refined high-fidelity prototype Proposed next iteration

High-fidelity mockup of the Nebula app used in Round 2 usability testing.

BeforeRound 1's direction carried forward, but hierarchy and progression were still unvalidated.

What children revealedThe visual hierarchy needed stronger contrast, and levels were not self-explanatory.

Design directionIncrease contrast and explain progression more clearly. These changes still need another test round.

Across both rounds, the pattern was consistent: a more visual interface was not automatically more accessible. Icons needed explanation, contrast needed stronger hierarchy, and progression needed clearer language. The next step is to re-test those fixes with children.

05 · Prototype

I took the concept beyond Figma

Nebula became a coded React prototype with 22 screen-level routes across child and grown-up experiences. React Router supports nested navigation, redirects and dynamic routes.

The prototype covers role selection, onboarding, personalization, reading, library, missions, progress, profile and world exploration.

Building the wider ecosystem exposed questions that isolated mockups could not reveal — how children move between reading, progression, missions and exploration, and how much guidance each transition requires.

Parts of the ecosystem reached different levels of visual and functional fidelity. Nebula is still in active development and has not been publicly launched.

22coded routes
  • HTML
  • CSS
  • Bootstrap
  • React
  • React Router
Walkthrough of the coded Nebula prototype running in a browser. Playback starts paused; use the video controls to play.
Cockpit screen from the coded prototype: level progress, streak, badges and quick access to Library, Missions and Ship. Galaxy exploration map from the coded prototype, showing a dashed route between planets toward the current mission. Home screen from the coded prototype prompting the child to resume a reading mission. Library screen from the coded prototype, showing continue-reading, recommended titles and books read. Missions screen from the coded prototype, listing active missions with progress and badges earned.

Five screens from the coded prototype: dashboard and progress, exploration, a guided reading prompt, the library and missions.

  1. Choose the experience
  2. Enter the world
  3. Meet the guides
  4. Personalize the journey
  5. Mission ready
  6. Return, explore and read

06 · Reflection

Would I build the same product today?

Nebula taught me that a playful interface is not automatically an accessible one. A delightful universe can still confuse a child. Clear labels, contrast and understandable progression mattered as much as visual engagement.

  1. 01Validate the adventure-language hypothesis on its own, separate from onboarding.
  2. 02Re-test the Round 2 contrast and progression changes with children before treating them as solved.
  3. 03Audit the grown-up experience in more detail — the routes are programmed, but navigation, data behavior and visual fidelity still need to be verified.

This project documents how I took an ambiguous problem — a tension between two audiences with no obvious resolution — and turned it into a defensible product direction through independent research, design and prototyping. It also shows where research-backed decisions and testing observations should have pushed harder than visual polish, and where a coded prototype surfaced questions that static screens would have hidden.