Design Quest

Design Quest

Design Quest

Mobile App · Gamified Learning / Design Concept / 2 Weeks (2026)

Mobile App · Gamified Learning / Design Concept / 2 Weeks (2026)

Overview

Overview

A gamified UX/UI learning app that turns daily micro-challenges into an addictive RPG adventure, earning XP and leveling up through real design knowledge.

A gamified UX/UI learning app that turns daily micro-challenges into an addictive RPG adventure, earning XP and leveling up through real design knowledge.

The Concept

The Concept

Design Quest is a gamified micro-learning app for UX designers, inspired by the recent success of gamified apps and my own nostalgia for childhood Pokémon games.

The experience combines pixel-art exploration, collectible UX tools, and 30-second knowledge challenges to make learning design principles feel playful, engaging, and rewarding.

Design Quest is a gamified micro-learning app for UX designers, inspired by the recent success of gamified apps and my own nostalgia for childhood Pokémon games.

The experience combines pixel-art exploration, collectible UX tools, and 30-second knowledge challenges to make learning design principles feel playful, engaging, and rewarding.

Approach

Approach

To make Design Quest feel both educational and engaging, I focused on three core design decisions.

Each choice was designed to reduce friction, make learning feel rewarding, and help users build a consistent habit without making the experience feel like traditional studying.

To make Design Quest feel both educational and engaging, I focused on three core design decisions.

Each choice was designed to reduce friction, make learning feel rewarding, and help users build a consistent habit without making the experience feel like traditional studying.

Pixel Art + modern ui

Pixel Art + modern ui

Blending nostalgic pixel-art exploration with a clean modern interface.

Blending nostalgic pixel-art exploration with a clean modern interface.

streak + xp system

streak + xp system

Using streaks and XP to reward small daily progress, and embedding lessons directly into gameplay.

Using streaks and XP to reward small daily progress, and embedding lessons directly into gameplay.

contextual learning

contextual learning

The tool is the lesson. Instead of random quizzes, challenges are embedded in gameplay.

The tool is the lesson. Instead of random quizzes, challenges are embedded in gameplay.

The Experience

The Experience

Instead of separating theory from application, designers learn through short contextual challenges embedded directly into the experience: collecting tools, earning XP, maintaining streaks, and solving design questions as they move through a pixel-art world.

Instead of separating theory from application, designers learn through short contextual challenges embedded directly into the experience: collecting tools, earning XP, maintaining streaks, and solving design questions as they move through a pixel-art world.

The experience begins with a simple welcome screen that introduces Design Quest as a playful way to build UX knowledge.

The experience begins with a simple welcome screen that introduces Design Quest as a playful way to build UX knowledge.

The Outcome

The Outcome

The result is a low-friction learning app that helps designers build knowledge while staying actively engaged in design thinking.

The result is a low-friction learning app that helps designers build knowledge while staying actively engaged in design thinking.

Final Thoughts

Final Thoughts

If I were to fully develop and launch Design Quest, my next steps would be to expand the Avatar Builder as a key retention mechanic, build Level 2 to test whether locked progression drives Level 1 completion, and design a streak recovery path for users who miss a day.

Together, these features would help validate the product’s ability to turn UX learning into a consistent, repeatable habit.

If I were to fully develop and launch Design Quest, my next steps would be to expand the Avatar Builder as a key retention mechanic, build Level 2 to test whether locked progression drives Level 1 completion, and design a streak recovery path for users who miss a day.

Together, these features would help validate the product’s ability to turn UX learning into a consistent, repeatable habit.

Ricky Roacho

Independent Product Designer.

Currently taking on selected projects for 2026.

© 2026 Ricky Roacho. All rights reserved.

Designed with intention.

Ricky Roacho

Independent Product Designer.

Currently taking on selected projects for 2026.

© 2026 Ricky Roacho. All rights reserved.

Designed with intention.

Ricky Roacho

Independent Product Designer.

Currently taking on selected projects for 2026.

© 2026 Ricky Roacho. All rights reserved.

Designed with intention.