Cerebriti App — Case Study

Working as a UX Designer making an educational Tablet App


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.

This is Cerebriti statement:

“We are convinced that the best way to learn is by playing. That is why Cerebriti is born. A portal of games on general culture created by the users themselves. Our mission is to concentrate all the knowledge of our community in one place so that you can find that game you are looking for. It doesn’t matter how specific or strange it is. In Cerebriti, you can also compete with your friends to demonstrate who knows best. And all of this while keeping your neurons in shape”.

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STAR Methodology

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

Tasks: Develop a Tablet App together with SCRUM methodology in a team of 8: Two UX Designers, a UI Designer, a Back Developer, a Front Developer, Two people in Content and Marketing and the Stakeholder.

Actions: Make a benchmark research, develop user flows and wireframes, make tests and propose ideas to solve big problems and

Result: Check the App at http://www.academons.com/

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.

Importance of Social Networks: They like to share content even from their life privately, they aspire to be YouTubers. His social life passes by a high percentage on the networks. They spend a lot of time in front of screens (four times more than recommended). They measure success in “Shared”, “viewings” and “Likes”. They are more pragmatic than Millennials.

Gamification: The use of game mechanics in non-playful environments and applications with the In order to enhance motivation, concentration, effort, loyalty and other positive values common to all the games. It is a new and powerful strategy to influence and motivate to groups of people. They are techniques that used to encourage people to perform tasks that are normally considered boring and consist of give users, as a reward to achievement achievements, awards called “badges” or “badges.”

Educational tools: From video games like Minecraft, the Mozilla projectbopenbadges, games like Lure of the Labyrinth (theme-focused of mathematics), learning of languages with Duolingo, the Class Dojo platform, Platform Toovari, Kahoot !, SimCity Edu, trivials like Testing, etc

Atomic Design, Design Systems, Components: It is essential to have a base solid established. Have a design system, well worked and tested and work with designs and development
modular based on atomic design and components is practically mandatory. Especially in large teams and multidisciplinary -and when create a product for multiple platforms and devices.

Design Systems: Facilitates communication between teams. Building better tools, and creating a unified system. So you can use our time to apply creativity to solve bigger challenges.

Video and Live Video: Format every day more consumed, reinforced by customization that offers its consumption through mobile, consolidated as the first screen for some types of content and age segments. Video interaction continues growing, contributes to creating more personal links and emotional with the public and displays a field in which the brands can still grow,
especially with the younger ones.

The year of video:

  • 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.

Micromoments: The use of the devices mobiles in small spaces of time with a certain goal: Location, boredom and micro tasking


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.

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.

There are many other reference Apps in gaming such as ClassRoyale, ClassDojo, Kajoot, Quizzlet, Duoling, HQ, Peak, Doodlemaths, MotionMathGames or Classville.

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.

For this, we had tight deadlines since the rest of the team depended on our work.

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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.


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.

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.


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

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

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

See my fellow Mist post http://www.misti.info/portfolio-item/cerebriti-app/

Written by

Design Technologist. UXR | UXDesign | Writing | NoCode | FrontEnd | Lifelong learner | Photographer | Runner | Traveller

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