Product designer UX/UI

Hi, I'm Susanne.
Different stations, one question underneath.

What do people actually need, and how can I help with that?

Portrait of Susanne Kunz

Selected Work

University Project · WS 18/19

Foxy's Lernwelt

A learning app for pre-readers, built around a story, not a quiz.

WS18
./UX Design
FOXY'S LERNWELT

A learning app for pre-readers,
built around a story — not a quiz.

UX Research UI Design Illustration Prototyping Usability Testing Eye-Tracking
Foxy's Lernwelt category screen

Project Overview

Context
University project
Mobile Media / UI Design course
WS 18/19
My Role
UX/UI Design, Information Architecture, Illustrations, Story Content
Team
Susanne Kunz & Marlis Reinhardt — genuinely shared ownership
Tools
Adobe XD  ·  MyBalsamiq
Affinity Designer  ·  Eye-tracking
Target Group
Children aged 5–6, pre-readers, independent use without adult help

The Problem

How might we

Teach real preschool content in a way pre-readers can follow on their own, while keeping it playful rather than task-like?

Existing preschool learning apps cover the right content but often lose the child's attention through unclear structure or task-heavy interfaces. The challenge was to teach real curriculum content — first math concepts, nature and environment, language — while staying playful enough for a 5 to 6 year old to use without adult help.

Designing for this age group carries its own responsibility. The interface had to work without relying on reading ability, adult supervision, or prior app experience. A 5 to 6 year old can't compensate for unclear design the way an adult user would.

UX goals: Self-explanatory without requiring reading skills  ·  Consistent visual language across all learning modules  ·  Playful frame instead of a test-like feel

My Contributions

Shared ownership, not a task split

Built together with Marlis Reinhardt throughout — decisions on content, story, and structure made jointly.

  • Defined the information architecture and navigation hierarchy
  • Designed the difficulty-level icon system (stick figures)
  • Built the read-aloud / audio concept
  • Wrote and designed the story content for all three learning categories (leaves, numbers, letters)
  • Created original illustrations in Affinity: puzzle piece, leaf, letter and number category icons, color-splash icon, and the story scenes (baking, school, painting); assembled the forest scene
  • Wrote the evaluation strategy for the eye-tracking test

* The fox character itself was designed by Marlis

Process

Five phases, three rounds of testing

01

Research & Insights

Grounded the learning content in official German and Austrian preschool curricula (Baden-Württemberg and Austria's federal education ministry), rather than assumptions about what preschoolers should learn.

A competitive analysis of three existing learning apps and one learning-pen product surfaced a clear gap: every competitor offered isolated mini-games. None built a continuous story.

Competitive analysis: HIPP Kinder App, Vorschul-Abenteuer 3, tiptoi CREATE

Key finding: "clearer structure, a more gripping story, for better concentration" — that was the open space.

02

Concept

Chose a continuous story — Anna and her grandfather finding leaves in the forest — instead of a sequence of unconnected mini-games. A direct response to the competitive gap.

Built a consistent metaphor system across categories: a paintbox for painting, a basket that visually fills as leaves are collected. Not one-off icons per screen, but a coherent visual language the child learns once and applies throughout.

Story sequence: Geschichte, Erklärung, Spiel
03

Wireframes & Prototyping

Two fidelity stages, evaluated at each step before moving forward. Between them, we defined a UI kit — the shared color system, icon set, and characters both stages draw from.

Low-fidelity wireframe

Low-Fidelity Wireframe

High-fidelity screen, Adobe XD

High-Fidelity, Adobe XD

In between: the UI kit

UI kit: color scheme, icons, characters
04

Key Design Decisions

Each iteration produced concrete changes. These weren't stylistic preferences — they came from test findings.

  • Difficulty levels: 4 → 3.  The first level was redundant and unclear in testing. Removed it.
  • Home screen: separate landing → category screen directly.  The original landing layer tested as unclear. The category screen became the entry point.
  • Speaker icon removed from difficulty levels.  Testers didn't understand what it meant there. The speaker icon elsewhere was also replaced with a speaking-person icon for clarity.
  • Burger menu → gear icon for settings.  A more universally recognized symbol for the target age group's parents and caretakers.
  • "Kategorien" → child-friendlier language  like "What interests you?" — evaluation flagged the original German term as unsuitable for the age group.
  • Fox guide character:  Already planned before eye-tracking. The test independently confirmed the need for a reference figure — validation of a decision already in progress, not a new one.
05

Testing & Iteration

Three separate evaluation rounds: usability testing on the functional prototype, separate evaluation of the graphic mockup, and eye-tracking on the high-fidelity prototype. Findings from each round were logged and translated directly into fixes for the next stage.

Eye-tracking result: of three testers, only one noticed and used the read-aloud function. The other two missed it entirely — feeding directly into the fox guide character decision.

Eye-tracking heatmap of the Erklärung screen

"All test participants were adults, not the 5 to 6 year old target group — documented upfront as the main constraint of the evaluation."

Result

Interactive High-Fidelity Prototype

Built in Adobe XD. Click through the full story flow, difficulty selection, and the read-aloud functionality.

Click to load prototype Opens the Adobe XD embed on demand
Open full screen →

Open Issues

What we didn't resolve

Identified during testing, but left open within the project scope.

Breadcrumb vs. "next" arrow confusion

Unclear which element was the way forward and how to navigate back. The dual affordance was never fully resolved.

Breadcrumb icons looked disabled

The visual treatment made them appear unclickable even when they were interactive. Testers didn't attempt to use them.

Reflection

What I'd do differently

This was a university project, not a shipped product. What it demonstrates: a concept grounded in real competitive analysis, refined across three tested iterations — not a gut feeling.

Bring in pedagogical expertise

The learning content was grounded in official curricula, but a pedagogical specialist would have strengthened the content design and age-appropriateness more directly.

Test with the actual target group

All three test rounds used adult participants. Real usability sessions with 5 to 6 year olds would have surfaced fundamentally different — and more relevant — problems.

Test for comprehension, not just completion

Eye-tracking showed where participants looked, not whether they understood. Direct observation of children using the app would be a different kind of evidence altogether.

About

My path here wasn't straight. I started in technical product design, moved into frontend development, worked on UI at Mercedes-Benz, and wrote my thesis on Human Centered Design. Different stations, but always the same question underneath: what do people actually need, and how can I help with that?

I love working in teams. Not just alongside people, but really with them. Bringing different perspectives together, asking the questions others might skip, and building something none of us could have done alone.

Right now I'm finishing a Product Design and UX/UI Bootcamp and looking for a role in a team where design genuinely matters. Small or mid-sized, with a product that makes a real difference in people's lives.

Contact

Let's talk.

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