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.
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