Apolo Kids

Professional project

Kokoro Kids: Draw Your Puzzle

A drawing game where children turn their own picture into a puzzle.

My contribution

I designed the drawing and puzzle interactions, visual help and feedback, and added an eraser after testing with children.

Role

Interaction Design · Game Design · UI Design

Project timeline

April 2025

Team

Apolo Kids · Lernin Games SL

Platform

iOS & Android · Phone & tablet

Role

Interaction Design · Game Design · UI Design

Project timeline

April 2025

Team

Apolo Kids · Lernin Games SL

Platform

iOS & Android · Phone & tablet

Context

A drawing and puzzle game for Kokoro Kids

Kokoro Kids is an educational game app for children aged three to six. Its catalogue includes more than 250 games across six learning areas: emotions, logic, numbers, communication, creativity and science.

I designed the interaction for Draw Your Puzzle, a game in the logic category. Children draw a picture, turn it into puzzle pieces and put it back together.

The brief was to add a new game that gave children room to make their own choices. Kokoro Kids took part in the LEGO Foundation’s Play for All programme, which supports inclusive play. Using each child’s drawing as the puzzle connected the activity to the programme’s focus on belonging.

Problem

Making the interaction clear for young children

Children aged three to six have different language and motor skills. The tools needed to be understandable without reading, and the change from drawing to moving puzzle pieces needed to be clear.

Children’s needs

Choose a subject, use the tools without reading, ask for help and start again when needed.

Product goal

Add a game that combines creative drawing with a logic activity, using the child’s own picture.

Research

What children understood during testing

We tested Draw Your Puzzle with children in person, observing how they used the drawing tools and moved through the game. What we learned helped us refine the interaction, including adding an eraser so children could start again.

The research team with a family who took part in the usability sessions.
Meeting children and parents at the Apolo Kids office.
  1. The first approach: paint over the drawing

    Children did not realise they could paint the canvas white with a brush to start again. The action was available, but its purpose was not clear.

  2. The change: add a familiar eraser

    I added an eraser instead of relying on painting over the canvas. It gave children a recognisable way to start again.

  3. What happened in later tests

    In later tests, children understood that pressing the eraser would let them start again. A familiar drawing tool made the action easier to understand.

Decisions

Drawing tools, help and puzzle feedback

Materials and tools in separate panels

Colours, patterns and stickers sit on the left. Drawing tools sit on the right. The classroom desk theme gives the activity a familiar setting.

Visible and audible selection

A green outline shows the selected option, supported by a sound effect. Children can see which material or tool is active.

Help with a visual demonstration

The help button shows a hand demonstrating the current activity, with short instructions.

Drawing tools, colours, patterns and stickers

Feedback when placing a puzzle piece

Correct placement

A piece snaps into position with star particles and a positive sound effect.

Incorrect placement

A neutral sound plays and the piece returns to the panel on the left, ready for another attempt.

A reference when needed

The eye button previews the complete picture, helping children remember where each piece belongs.

Solution

Drawing, assembling and completing the puzzle

1. Draw a picture

Children choose a pencil, brush, pattern or sticker and create their picture on the canvas. They can change the selected colour or material as they draw.

2. Request help or finish drawing

The top-right help button demonstrates drawing with a hand children can imitate. When they are ready, the green thumbs-up button at the top centre finishes the drawing and starts the transition to the puzzle.

3. Reassemble and complete the puzzle

The drawing is divided into pieces. Children drag them from the panel on the left into the frame on the right. The help button demonstrates the puzzle gesture, while the eye button shows the complete drawing as a reference. When the puzzle is complete, the lines between the pieces disappear. A voice congratulates the child, with applause, confetti and a green thumbs-up.

Drawing tools and help
Drawing tools and help
Puzzle pieces and placement frame
Puzzle pieces and placement frame
Visual help for moving pieces
Visual help for moving pieces
The completed picture
The completed picture
PDFDraw Your Puzzle - Game Design Specification (English).pdfGame design specification · English · 14 pages · 5 MB
More of my work at Kokoro Kids