• Brief
  • User flow
  • Solution
  • Process
  • Interface
  • Reflection
  • Outcome
Sareh Azis PanegarUI/UX Designer (doing frontend dev too with AI)
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Mobile Learning

Designing a mobile learning experience for Kaigo education

A mobile learning experience that helps learners study Japanese caregiving, practice what they learn, and track their progress through structured educational content.

Kaigo Fukushishi — Mobile Learning ExperienceCaregiving Education

Client
Learning Factory × Minori
Industry
Education / E-Learning
Timeline
2 Months
Role
UI/UX Designer
Platform
Mobile Application
Tools
Figma
01

About the project

Kaigo Fukushishi is a mobile learning experience designed to support learners studying Japanese caregiving. The project focuses on organizing learning materials into a structured experience where learners can study content, practice their knowledge, and track their learning progress.

The problem

Learning Japanese caregiving requires learners to engage with structured educational content and practice what they have learned. Without a clear learning journey, it can be difficult to navigate materials, move between study and practice, and understand personal progress. The experience needs to bring these activities together in an accessible mobile interface.

Project goals

  • Organize Kaigo learning materials into a structured mobile learning experience.
  • Make learning content easier to discover and navigate.
  • Support practice as part of the learning journey.
  • Help learners track their learning progress.
02

User flow

03

The solution

  • Structure learning materials into clear and accessible sections.
  • Create a mobile-first interface that supports focused learning.
  • Connect studying and practice within a coherent learning journey.
  • Present learning progress to help users understand their advancement.
04

Design process

  1. 1
    Research

    Understand the learning needs

    Explore the learning context and identify how educational content, practice, and progress tracking should fit into the mobile experience.

  2. 2
    User flow

    Map the learning journey

    Define how learners move between discovering materials, studying topics, practicing their knowledge, and reviewing progress.

  3. 3
    Wireframing

    Structure the mobile experience

    Translate the learning journey into wireframes that establish the layout, information hierarchy, and navigation of each key screen.

  4. 4
    UI design

    Design the learning interface

    Develop a consistent mobile interface that makes learning materials, practice activities, and progress information easy to understand.

  5. 5
    Prototyping

    Connect screens into an experience

    Build an interactive prototype to demonstrate how learners navigate the mobile learning experience and move between its core activities.

05

The Interface

Swipe or use ← → keys

Kaigo Fukushishi mobile learning interface previewKaigo Fukushishi mobile learning interface previewKaigo Fukushishi mobile learning interface previewKaigo Fukushishi mobile learning interface previewKaigo Fukushishi mobile learning interface preview1 / 5
06

Behind the work

My responsibilities

  • Conducting UX research for the learning experience.
  • Structuring learning content and information architecture.
  • Mapping user flows for studying, practicing, and tracking progress.
  • Creating wireframes and mobile UI designs.
  • Building interactive prototypes in Figma.

Design decisions

  • Use a mobile-first approach suited to learning on smaller screens.
  • Organize educational materials into clear, navigable sections.
  • Treat studying and practice as connected parts of the learning journey.
  • Make learning progress visible as part of the overall experience.
  • Maintain consistent interface patterns across the core learning screens.

Constraints & considerations

  • Learning content needs to remain structured and easy to navigate on mobile screens.
  • Studying, practice, and progress tracking need to work together as a coherent experience.
  • Specific learning mechanics and progress-tracking details should reflect the confirmed project requirements.

Key learnings

  • Learning experiences need clear information architecture to help users navigate educational content.
  • Connecting study activities with practice can create a more coherent learning journey.
  • Progress information should be easy to understand and relevant to the learner's journey.
  • Mobile interfaces require careful prioritization of content, navigation, and actions.

07Project outcome

A mobile learning experience concept for Kaigo Fukushishi that brings structured educational content, practice, and learning progress into one coherent journey. Specific usability findings and project outcomes can be added when confirmed.

  • UI/UX Designer
  • 2 Months
  • Mobile Application

Next project

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© 2026 S4Z. Designed with intention.

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