Lo-Fi & Hi-Fi
Prototyping in Figma
After completing the initial wireframes, the next step was to turn those static designs into a clickable prototype using Figma. This phase was essential in simulating the user experience, testing the flow of interactions, and identifying improvements before moving into development. By creating a functional model, I could visualize how each screen connected, ensuring that Pippo Math felt intuitive and engaging for kids aged 6 to 10.
Lo-Fi
The first step in the process was creating a Lo-Fi (Low-Fidelity) Prototype. This version focused on the app’s core structure and user flow without worrying about visuals or colors. The goal was to map out the player’s journey, from launching the app to solving math challenges.
In the lo-fi prototype, I kept things simple:
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Basic shapes and placeholders represented buttons and text fields.
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Key screens like the Landing Page, Gameplay Screen, and Feedback Screen were laid out.
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Navigation paths were tested to ensure smooth transitions between each step.
This allowed me to quickly test the overall flow and make adjustments without getting caught up in design details.
Hi-Fi
Feedback
During the review process, my lecturers provided valuable feedback that helped shape the project. Key points included:
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Visual Style: The overall design was considered too minimalist for a children’s learning game. They suggested incorporating more playful visual elements to better capture the target audience’s attention.
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Font Choice: The original font felt too plain and formal. Lecturers recommended exploring friendlier, more dynamic fonts to create a sense of fun while maintaining readability.
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Engagement Elements: There was a need to enhance visual excitement — adding more colors and background elements to make the app feel more lively and engaging.
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Balancing Fun and Functionality: They emphasized finding a balance between playfulness and usability, ensuring that visual enhancements didn’t distract from the game’s educational purpose.
This feedback was instrumental in refining Pippo Math, pushing me to rethink the app’s visual language and improve the overall user experience. The next steps involved integrating these suggestions, focusing on creating a design that feels more fun, engaging, and approachable for young learners.
Example from one of my lecturer



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