Poteligeo iVA (Interactive Visual Aid)
CASE STUDY
CASE STUDY
CASE STUDY
CASE STUDY
Beezkid — A learning arcade for preschoolers





A multi-game iOS learning suite designed for independent preschool play—a “learning arcade” kids could run themselves and parents could trust.
Outcome: 17,000 downloads in 6 months
Role (solo): Founder • Product Designer • Game Designer • Illustrator
Sole owner (0→1): Game design • UX/UI • Visuals • Content packs • Build handoff • App Store launch
The unmet need: screen time parents can trust

Parents weren’t looking for more endless videos. They wanted screen time they could feel good about—something that looked and felt like play, but still delivered learning.
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The bet I made
Make learning feel like a game:
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Short rounds that invite “one more”
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Instant feedback so kids self-correct without needing an adult
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Clear progress that builds confidence and repeat play
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Success looked like: a preschooler could self-start, repeat confidently, and return without parentguidance.
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My role
Founder + solo product designer
I owned the full stack: game design, UX/UI, visuals/illustration, content packs, build handoff, and App Store launch (0→1).
A “learning arcade” kids can run themselves & parents can trust





I designed a consistent suite-wide interaction model and shipped multiple games inside one framework.
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What I delivered
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Touch-first play (low reading dependency)
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Instant feedback + clear progress
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Short rounds built for “one more”
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Result: repeatable, guilt-free screen time that didn’t feel like homework
Content packs that power every game


New category packs (Animals • Fruits • Numbers • Colors • Objects)Scales via content packs
:
One purchase unlocks fresh content across all games + modesWhy it’s powerful: 

Repeat reasons to return and a clean path to monetize without changing the core UXBusiness benefit
:
Single-threaded owner (design, systems, launch) + Scope: Content framework
Preschool UX designed for independence + repetition





This suite was designed around independence + repetition:
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Motor-first interaction (drag / tap / trace)
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Low reading dependency (visuals carry the UI)
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One objective per screen (no dead ends)
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Instant feedback (correct/incorrect is unmistakable)
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Short rounds designed for replay
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Parent trust baked in (skill categories + progression)

Drag, tap, solve the problem





Play pattern

Missing-value prompt (7 − _ = 2)
Tap to choose or drag to place
Why it works (as a game mechanic)

Tactile math = faster understanding
Infinite scaling via ranges + rules
One framework, many modes

Add / Subtract / Multiply / Divide
Mix Bag • Reverse • Compare (greater/less)
Full-stack design ownership (loop → UI → launch) / Built + shipped solo (0→1)

Picture-to-word spelling through drag + drop





Play pattern

See the image + empty letter slots
Drag the correct letters into place
Why it works (as a game mechanic)

Turns recognition into a fast “solve it” loop
Built-in self-checking without reading instructions
Scales cleanly
Category packs:
Animals • Fruits • Birds • Numbers • Colors • Objects
Full-stack design ownership (loop → UI → launch) / Built + shipped solo (0→1)

Recognition to spelling, built for repeat play




What it drives

Confidence through quick wins (place letters → progress → complete)

Independent play (no reading required)
Retention built in

Play for Fun • Test Me (10/20/30) • Time Me
Scales via content packs

Fruits • Animals • Birds • Colors • Objects • Numbers
Full-stack design ownership (loop → UI → launch) / Built + shipped solo (0→1)

Trace, win, repeat




Outcomes

Handwriting confidence through micro-wins
Independent play (visual cues, not instructions)
Retention built in

Short rounds that keep kids in flow
System benefit

Shared navigation + settings across the full game suite
Full-stack design ownership (loop → UI → launch) / Built + shipped solo (0→1)
Outcome: guilt-free screen time, validated




Parents wanted screen time they could trust. I shipped short, repeatable learning loops. 
As the solo owner from first sketch to store release I achieved:

~17,000 free downloads
in 6 months (ad-supported version)
Learning ≠ revenue (unless you design for replay)
Founder-led design: I owned every product call. Lessons I learnt

“Educational value” drove downloads, but not durable sessions

Ads failed without habit + replay density

Without sustainable ad revenue, I paused development