Cerebriti App — Case Study


Cerebriti is an educational application for primary school children (6–12 years old), which helps kids to reinforce their knowledge of the subjects, through games, adapted to their level and their age. Children can also play with their friends through challenges.
Parents can see the evolution of their children through statistics and notes. The subjects and the game time per day are fully controlled and adapted.

STAR Methodology

Situation: At the beginning of the project the customer has a website, and want to launch a Tablet App

Context: Trends, Users, Tech and Design.

Users: Generation Z or Centennials:Digital natives who use internet since childhood. Self-taught, creative with high learning capacity, overreported.

  • 75% of the Millennials consume daily videos in RRSS.
  • Facebook (62%) and YouTube follow leading the consumption of video.
  • Mobile consumption. The 75% of FB videos they are seen from the phone. I know normalize the format vertical and the videos without sound.
  • The mobile as the great democratizer of video consumption.
  • Live videos: interactive participation: P2P contact, content ephemeral, everyday, naturalness and closeness.


There are many applications that are changing the way in which children and adults learn and play. Here some:


“Learn a language for free and have fun.”
With more than 150 million users, it allows learning more than 27 languages ​​in an easy and fun way. Have a fantastic User onboarding, is a successful example of gamification and has great user support. It is sn example in the field of UX and UI.


“The important thing is not that my students are the best, but they get to the best that they can be. ”
David Calle runs the YouTube channel Unicoos with more than a million subscribers, it is the educational channel most important in Spain, nominated for the Teacher Prize 2017 (the Nobel of education) based on the proposal of
His Followers. The importance of video in learning.

Google Classroom

More than 70M users
Classroom allows students and teachers to communicate and organize easily inside and outside the centers educational for free


An app to share interests around the world.
Amino offers virtual communities grilled in interests specific. Born as a Startup in 2014, now aim with more than 5 million active users. Represents the importance of chats and social networks.

Main Problems


We had to create a very user-friendly experience, organize very clearly a huge amount of contents so that children can access the games very quickly


We had to create a very agile experience, in which several children could use the same device, as a family would with a family tablet, but at the same time create very safe processes with a registration area and access for parents.

My role


My role in this application was as UX Designer together with Mist, we made together the initial research and the began to work on different user flows of the App. Later we made the wireframes for the screens and once they were validated, the designer would make his job.


  • Sketch
  • InVision
  • Miro
  • Trello
  • Moqups
  • Silverback — For user interviews
  • Mantis — Bug tracking system. To track software defects.


UX Research

We had to check other apps, compare and observe their processes. We create new user flows, different ways of registration and use of the app depending if you were an adult or a kid.

Understanding the user

The client provided us with a lot of information and data about the user and their habits. We use all this data to establish the main pain points that we had to solve in our design.


Wireframes and User Flows

Design of all the screens of the app, definition and design of the new navigation and flows, for example, user registration flow.


We prepare InVision prototypes to help the design team and developers team to understand the new flows of the app.

More info

Download the App right here http://www.academons.com/



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