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.
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.
That's the whole app
Children get lost in deep menus. Zupelo has five destinations and no sub-navigation anywhere.
Learn
Today's path. One obvious next thing to tap, always highlighted, always four minutes long.
Worlds
Eight arms. Switch subject in one tap. Locked arms show exactly how to unlock them.
Duel
Friends, leagues and team quests. Approved friends only, no strangers, no chat.
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.