📱 UX Case Study · Higher Echelon

Follow the stars,
find your calm.

A kids mindfulness app built around box breathing. Short, repeatable, and actually usable in the moment that counts. Designed mobile-first for children ages 6-12.

Role: Sr. UX/UI Designer + Product Dev Client: Higher Echelon Platform: iOS + Android Tools: Figma · Unity · Asana
Box Buddy on iPhone
01 The Problem

Breathing skills are taught.
Almost never practiced at the right moment.

Kids with anxiety and many neurodivergent kids need practiced, accessible tools to downshift quickly. Box breathing is clinically effective, widely taught, and nearly useless when a child needs it most: mid-meltdown, no adult nearby, phone in hand.

Existing apps either entertain or instruct. Box Buddy had to do something harder: coach in the moment with short repeatable exercises, clear feeling-labeling, and no reading required. Completable in under two minutes.

👥
Two users, one deviceKids need zero friction. Parents need visibility and trust.
💛
High emotional stakesThe product only works when a child is distressed. Failure at that moment is a real harm.
📖
Reading can't be a dependencyEarly readers and kids mid-panic cannot parse text-heavy UX.
🔒
Privacy without sacrificing insightNo accounts (COPPA), local-only data, yet parents still need trend visibility.
02 Users

Two users. One device.
Completely different success metrics.

The most critical early finding: kids want to feel better fast. Parents want to trust the tool and see whether it's helping. Compatible goals, but only if the design keeps them in completely separate lanes.

🧒 Primary User
Child, Ages 6-12
"I want to feel better."
  • Zero friction, no reading, instant start
  • Faces over words for emotional labeling
  • 2-4 min sessions fit the meltdown window
  • Low-Stim mode for sensory sensitivities
👨‍👩‍👧 Secondary User
Parent / Caregiver
"Is this actually helping my kid?"
  • Mood logs and screen time trends
  • No accounts, COPPA, local data only
  • PIN-protected Grownups dashboard
  • Audio, language, and gameplay controls
👩‍🏫 Tertiary User
Teacher / Therapist
"Is this evidence-informed?"
  • Clinical validity of 4-4-4-4 method
  • Assist mode for stronger guidance cues
  • No gamification undermining the skill
  • Clear separation of play vs. practice
03 Screen Design

Every screen designed for one thumb,
one moment, one decision.

Mobile-first from wireframe one. Primary frame: iPhone SE, the smallest most constrained target. Click any phone to expand details.

Start screen
01 Home: Let's Start

Single CTA. Cloud mascot centered. Sound toggle and Grownups access tucked into corners. One screen, one decision.

  • Cloud mascot mirrors emotional state after mood selection
  • Single CTA eliminates decision fatigue at the highest-stress moment
  • Grownups corner-pinned accessible without competing for child attention
  • Music icon one-tap audio toggle, no submenu required
Mood check-in
02 Mood Check-In

Three large face buttons. Cloud mascot mirrors the child's selection instantly. Faces occupy 60%+ of the screen. Words are secondary labels only.

  • Faces first accessible to early readers and kids mid-panic
  • Cloud mirrors mood builds emotional vocabulary through reflection
  • One tap, no confirmation removes friction at the highest-stress moment
  • Red / yellow / blue color coding consistent across every screen
Game select
03 Mini-Game Select

Illustrated tiles with mood filter on the right rail. Kids choose their world, not their exercise. Mood state carries forward from check-in.

  • Illustrated thumbnails game identity communicated visually, zero reading
  • Mood filter rail right side, thumb-accessible, persistent state
  • Heart icons lightweight favoriting, no accounts needed
  • Grownups tab persistent without dominating the child-facing UI
Grownups dashboard
04 Grownups Dashboard

Mood Log, Screen Time, Audio, and Settings in four quadrants. All data stays on-device. No account, no cloud, no COPPA exposure.

  • No accounts required privacy by architecture, not policy
  • Mood log timestamped parents see patterns, not surveillance
  • Screen time built-in addresses parent anxiety proactively
  • Back to Games always visible smooth handoff back to the child
04 Interactive Prototypes

Tap through the real flows.

Both Figma prototypes are fully navigable. Click to open in a new tab and interact with the complete interaction design firsthand.

05 Shipped Mini-Games

Two live, playable breathing games.

Both games are fully built and deployed in HTML/CSS/JavaScript. Each wraps the 4-4-4-4 box breathing cycle inside a game mechanic. Play them here.

🌊
🎮 Live Game
Beach Drift

Follow the wave through the box breathing cycle. The ocean environment guides kids through each 4-second phase using movement and sound. No instruction text required.

🌊 Play Mini-Game ↗
🚀
🎮 Live Game
Space Drift

Navigate the cosmos through the box breathing rhythm. A spaceflight metaphor carries kids through each breath phase without any instruction text. Built entirely in HTML/CSS/JS.

🚀 Play Mini-Game ↗
06 Research + Testing

Kids show you through behavior, not answers.

Playtest sessions with children ages 6-12 across three rounds. We watched for hesitation, tap errors, and whether kids smiled or furrowed, not what they said they thought.

  • 01
    Less reading, faster calmWord-heavy screens caused hesitation in 7 of 8 kids. Faces and icons were processed 3x faster.
  • 02
    Timers caused anxietyNumeric countdowns increased visible stress in 3 kids. Replaced with animated visual path. FTUE jumped 8%.
  • 03
    2-4 minutes is the windowSessions over 4 min saw dropout. Under 2 min felt incomplete. Sweet spot: 2:30-3:30.
  • 04
    Parents needed a separate laneAny parent-facing UI visible to kids created confusion. Separate dashboard resolved it completely.
  • 05
    Two modes, not settingsLow-Stim and Assist weren't preferences. They were different experiences for different nervous systems.

The cloud tells me when to turn.

Kid, age 9 Playtest Round 2

I didn't have to think. I just followed it.

Kid, age 7 Playtest Round 3

She actually used it on her own. That's never happened with any other app.

Parent Post-launch feedback
07 Outcomes

What changed after launch.

Measured across three playtest rounds against baseline. Results reflect specific design decisions: larger tap targets, faces-first mood selection, visual path coaching.

94%
FTUE Completion
up from 78%
88s
Time-to-Calm
down from 122s
82
Parent SUS Score
"Excellent" usability
1.9
UI Errors / Task
down from 5.2
FTUE 78% to 94%Simplified tutorial and visual path coaching. Nearly every kid succeeded on first try.
Time-to-Calm -28%Kids reached calm feedback state 34 seconds faster across all three cohorts.
Breathing Adherence +16%Correct 4-4-4-4 pacing improved from 70% to 86% by session three.
UI Errors 5.2 to 1.9Direct result of larger tap targets, fewer choices per screen, and faces-first selection.
08 Reflection

What designing for kids taught me.

  • 🎯
    Mobile-first is a hierarchy decisionEvery screen had to work with one thumb, mid-distress, no guaranteed attention span. That bar shaped every single design choice.
  • 👁️
    Designing for users who can't tell you what's wrongKids show you through hesitation, tap errors, and whether they smile or frown. Behavior told us more than any verbal feedback.
  • Accessibility shaped the core, not the edgeLow-Stim and Assist modes changed how we designed the breathing coach from wireframe one. Not added at the end.
  • 📊
    Data won the stakeholder argumentProposed removing numeric timers. Pushback: feels incomplete. Three kids visibly stressed. We removed them. FTUE jumped 8%. Done.
"Short wins build durable habits. A tool kids will actually use in the moment beats a comprehensive one they abandon after day two."
Design principle, Box Buddy
Box Buddy game art
Let's Connect

Angela Clemons

Senior UX/UI Designer · Game UX · Product Development · Mobile-First Design