cuetip, 2024
Making social learning accessible and fun for children through gamification (Short Ver.)
Team
3 UX/UJI Designers
My Role
Conceptualization
Qualitative Research
Design
Implementation
Duration
3 days (USC Designathon
Honorable Mention Project)
Background and Problem
Learning social cues shouldn't feel like a chore. How can we make it engaging and accessible?
For many children, understanding social cues and reading facial expressions doesn't come naturally. This can lead to misunderstandings, social anxiety, and missed connections with peers.
Traditional methods of teaching these skills often feel clinical, repetitive, and disconnected from the playful way children naturally learn. Without the right tools, children may struggle to develop these crucial social-emotional skills in an engaging way.
Cuetip was created to help children learn about social cues and facial expressions through gamification, turning what could be overwhelming into something fun, accessible, and rewarding without losing the educational value that makes real growth possible.
How it works
Features that We explored
1.
Gamified learning modules with progressive difficulty
2.
Interactive facial expression recognition activities
3.
Reward systems and achievement tracking
4.
Child-friendly interface with accessibility considerations
High Level-Design
A quick look at our design process
We each drew sketches of the screens to compare
Prototype
Curious to see the prototype?
Click the image below to view the Figma Prototype.






