Gigi's Spot Quest
A learning app for ages 2 to 6, where a curious giraffe guides kids through shapes, counting and mazes.
UX/UI
App Design
Character
Education
Made with


About the project
Young children can’t read instructions, so every screen has to explain itself. Gigi’s Spot Quest teaches through color, sound and a friendly face instead of words.

Gigi
A spotted giraffe leads every screen. She cheers a right answer, waits patiently on a wrong one, and gives kids one familiar face to follow through the whole app.

The shapes game: each piece goes to its matching outline, and a green check confirms the match.
Type & color
Bold, rounded Baloo 2 stays easy for early readers, and each game owns one color: green always means shapes, blue means math, purple means mazes.

Logo, character, Baloo 2, the seven-color palette and the chunky, white-rimmed buttons.
Sky
HEX #63B9F1
RGB 99 185 241
Savanna
HEX #D9A943
RGB 217 169 67
Play Green
HEX #35AD55
RGB 53 173 85
Level Blue
HEX #1E8FDA
RGB 30 143 218
Quest Orange
HEX #FF7A00
RGB 255 122 0
Settings Purple
HEX #BB25F2
RGB 187 37 242
Sunny Yellow
HEX #FDD613
RGB 253 214 19
Sky and savanna set the scene; each game and menu item gets its own bright, high-contrast color.
Games
Three games, one rhythm: a single task per screen, big targets for small fingers, and instant feedback after every move.



The math and maze games, followed by the two feedback screens: “Awesome!” to move on and “Try again!” to retry.
Feedback & settings
Wins get confetti and a cheer; misses get a gentle “Try again!” with no penalty. A separate screen lets parents set music, sound effects, voice, difficulty and language.


The parent settings screen, and the launch poster promoting the app for ages 2 to 6.
Project
Gigi's Spot Quest
Type
Children’s learning app (iPad)
Sector
Education
Disciplines
UX/UI Design
Character Design
Prototyping
Year
2026
Context
Computer Graphics Application II,
Adelphi University
Design
Benjamin Eppel
Gigi’s Spot Quest is a learning app for children ages 2 to 6, designed for iPad. A young giraffe named Gigi guides kids through three games (shapes, math and mazes), with levels that unlock as they progress and stars that reward each finished round.
The ask
The brief called for an educational app built around a character, designed for a specific age range and its cognitive limits, with careful use of color, sound and movement. It asked for competitor research, a design system and brand guidelines, at least five main screens, a working prototype and a poster to promote the app.
Designing for pre-readers
Children this young can’t rely on text, so navigation is built from color, icons and position. The main menu is four large pill buttons, each in its own color; every game screen keeps a green home button in the same corner; and instructions are short enough to be read aloud by the voice option.
One task per screen
Each level asks for one thing at a time: match a shape, pick an answer, find the path. Targets are oversized for small hands, and the game tiles’ colors carry through to the levels inside them, so kids always know where they are.
Feedback that encourages
A correct answer brings a green check, confetti and an “Awesome!” screen; a wrong one gets a calm “Try again!” with a retry button, never a fail state. Stars under each level show progress, and locked levels open as kids advance.
Learning through play
The result is a small, consistent world where Gigi, color and sound do the teaching, while a parent settings screen keeps adults in control of music, voice, difficulty and language.
Menu
Gigi's Spot Quest
A learning app for ages 2 to 6, where a curious giraffe guides kids through shapes, counting and mazes.
UX/UI
App Design
Character
Education
Made with


About the project
Young children can’t read instructions, so every screen has to explain itself. Gigi’s Spot Quest teaches through color, sound and a friendly face instead of words.


Gigi
A spotted giraffe leads every screen. She cheers a right answer, waits patiently on a wrong one, and gives kids one familiar face to follow through the whole app.


The shapes game: each piece goes to its matching outline.
Type & color
Bold, rounded Baloo 2 stays easy for early readers, and each game owns one color: green always means shapes, blue means math, purple means mazes.


Logo, character, Baloo 2, palette and buttons.
Sky
#63B9F1
Savanna
#D9A943
Play Green
#35AD55
Level Blue
#1E8FDA
Quest Orange
#FF7A00
Settings Purple
#BB25F2
Sunny Yellow
#FDD613
Games
Three games, one rhythm: a single task per screen, big targets for small fingers, and instant feedback after every move.






Math and maze games, then the “Awesome!” and “Try again!” screens.
Feedback & settings
Wins get confetti and a cheer; misses get a gentle “Try again!” with no penalty. A separate screen lets parents set music, sound effects, voice, difficulty and language.




Parent settings and the launch poster.
Type
Children’s learning app (iPad)
Sector
Education
Disciplines
UX/UI Design, Character Design, Prototyping
Year
2026
Context
Computer Graphics Application II, Adelphi University
Gigi’s Spot Quest is a learning app for children ages 2 to 6, designed for iPad. A young giraffe named Gigi guides kids through three games (shapes, math and mazes), with levels that unlock as they progress and stars that reward each finished round.
The ask
The brief called for an educational app built around a character, designed for a specific age range and its cognitive limits, with careful use of color, sound and movement. It asked for competitor research, a design system and brand guidelines, at least five main screens, a working prototype and a poster to promote the app.
Designing for pre-readers
Children this young can’t rely on text, so navigation is built from color, icons and position. The main menu is four large pill buttons, each in its own color; every game screen keeps a green home button in the same corner; and instructions are short enough to be read aloud by the voice option.
One task per screen
Each level asks for one thing at a time: match a shape, pick an answer, find the path. Targets are oversized for small hands, and the game tiles’ colors carry through to the levels inside them, so kids always know where they are.
Feedback that encourages
A correct answer brings a green check, confetti and an “Awesome!” screen; a wrong one gets a calm “Try again!” with a retry button, never a fail state. Stars under each level show progress, and locked levels open as kids advance.
Learning through play
The result is a small, consistent world where Gigi, color and sound do the teaching, while a parent settings screen keeps adults in control of music, voice, difficulty and language.
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