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Work/Mobile app · Designing for children/09 of 11

Lemonada

The lemonade stand is many kids' first business. Lemonada treats it that way: a playful platform where young sellers track sales and inventory, compete with stands in other neighborhoods, and learn entrepreneurship without noticing they're learning.

AppGamifiedKidsProduct design
What we did
End-to-end product design: IA, flows, wireframes, UI, character and gamification
Audience
Kids selling lemonade, and their parents
Methods
Information architecture, user flows, wireframing, color psychology, gamification design
Outcome
Higher engagement and knowledge retention for kids
Sales tracking, community and learning wrapped in lemon yellow.
Sales tracking, community and learning wrapped in lemon yellow.
Concept

A business tool kids want to open

Real-time sales tracking, expense monitoring and profit calculations, teaching the basics of entrepreneurship and financial literacy while keeping every interaction accessible and fun. Not just a tracker: a community where kids connect, share and learn from each other through interactive tutorials.

Structure

Architecture before aesthetics

The information architecture was built first: a clear map of the user's journey that made wireframing faster and more precise. The flow branches from one homepage into four limbs, Feed, Chat, Sales and Report, with the sales limb carrying the working tools.

The user flow: four limbs from one homepage.
The user flow: four limbs from one homepage.
Annotated wireframes: translating the architecture into skeletal screens.
Annotated wireframes: translating the architecture into skeletal screens.
Color & play

A palette doing psychological work

Light greens, yellow, light blue and white, chosen deliberately for an app where children manage money: bright yellow and green for engagement, light green for calm, light blue for trust, white to reduce overload. Gamification sits at the heart of it, with kids motivated to beat their own sales and climb levels, and a lemon character that acts as the face of the app across every screen.

The high-fidelity system: feed, sales counter, levels, chat and reports in the final palette.
The high-fidelity system: feed, sales counter, levels, chat and reports in the final palette.

The essence of gamification lies in its ability to spur children on.

design rationale
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