Interactive prototype

The Zupelo app

This is a real, clickable prototype. Tap the tabs, play a lesson, talk to a buddy, challenge a friend. Everything below works.

Design rule 01

Nothing smaller than 16 pixels

Every tap target is at least 44 by 44. Instructions are one short sentence. A six-year-old should never need a grown-up to read the screen for them.

Design rule 02

One decision per screen

A lesson screen shows a question and answers. Nothing else. No banners, no offers, no notifications competing for the tap.

Design rule 03

Wrong answers are cheap

No lives, no hearts, no waiting. Getting it wrong costs nothing except a second explanation from your buddy. Fear of losing is what makes kids quit.

๐Ÿ”ฅ 18
๐Ÿช™ 620
Plus

Try this

Play the boss battle

Tap the pink card on the Learn tab. Three questions, a wrong answer, and a buddy who explains it another way.

Try this

Talk to Pelo

Open the Buddy tab and tap one of the suggested things to say. Buddies stay on the lesson, always.

Try this

Check the friends league

The Duel tab shows this week's league. Only approved friends appear. There is no global leaderboard by design.

Five screens

That's the whole app

Children get lost in deep menus. Zupelo has five destinations and no sub-navigation anywhere.

๐Ÿ—บ๏ธ

Learn

Today's path. One obvious next thing to tap, always highlighted, always four minutes long.

๐Ÿ™

Worlds

Eight arms. Switch subject in one tap. Locked arms show exactly how to unlock them.

โš”๏ธ

Duel

Friends, leagues and team quests. Approved friends only, no strangers, no chat.

๐Ÿ’ฌ

Buddy

Your AI friend. Ask for a hint, a re-explanation, or just say hello before you start.

Grown-ups have their own app too

The parent portal shows progress, buddy conversations, screen-time controls and billing.