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Vyasti — We build businesses as systems.
01 / Project Overview

Learning English needed to feel less like another lesson and more like something students wanted to keep exploring.

Ispeak was an EdTech mobile application created to help students learn English through games, quizzes and animation. Vyasti worked as the strategy and product-design partner, shaping the experience from scratch across research, information architecture, user journeys, wireframes, mobile UX, UI, prototyping and the wider visual system.

Vyasti's role: Strategy + Mobile App Design

The supplied project scope covers product strategy, UX, UI, prototypes and visual design. Mobile application engineering or development was not part of Vyasti's documented engagement.

Ispeak / English Learning Product Make learning playful without making the interface noisy.

Games, quizzes and animation gave Ispeak opportunities to make English learning more engaging. The product-design challenge was to organize those experiences inside a simple, accessible and coherent mobile system.

Designed from scratch
Games + quizzes
Animated learning
30+ product screens
Ispeak / Primary App Screen Add the strongest final learning screen.

A game, quiz or visually engaging learning screen will communicate the product concept best.

Ispeak English learning mobile application interface designed by Vyasti
01
Industry Education / EdTech
02
Product English Learning App
03
Learning Games + Quizzes
04
Design Tool Figma
01
Year 2022
02
Duration 3 Months
03
Market India
04
Engagement Strategy + Design
05
Product Scale 30+ Screens
Product context English learning structured around interaction rather than passive consumption.

Ispeak's product proposition combined English education with games, quizzes and animation, giving students multiple ways to interact with the learning experience.

Product Ispeak

An educational mobile application for students learning English through interactive experiences including games, quizzes and animation.

01
Industry Education
02
Category EdTech
03
Product Mobile Application
04
Learning Focus English
Learning model Three interaction layers shaped how the product could make English learning more engaging.

Games, quizzes and animation were explicit parts of the product described in the brief.

01
Interaction Games

Learning experiences could use game-like interaction to move students beyond passive reading.

02
Practice Quizzes

Quiz-based interactions created structured moments for students to respond and progress through learning.

03
Visual Learning Animation

Animation brought another visual layer into the learning experience while the interface still needed to remain simple and understandable.

Before Vyasti There was no existing application experience to simply reskin.

The client needed a new mobile application designed from scratch while preparing to launch a new product or service.

Product-design responsibility Turn the learning concept into a usable mobile system.

Games, quizzes, animation, product journeys and multiple user contexts needed enough structure to operate as one coherent experience rather than a collection of independent activities.

Business + user goals A stronger digital presence only mattered if the learning experience became easier too.

The project paired premium product presentation with practical UX goals: simplify the experience and reduce friction in important journeys.

01
Business Premium Digital Presence

Give the new product a stronger, more consistent and more professional digital identity.

02
Experience Simpler Product UX

Make core information, activities and actions easier for users to understand.

03
Journey Reduce Friction

Remove unnecessary interface complexity from important product journeys.

Desired experience Playful content still needed disciplined UX.

The explicit experience direction was simple, minimal, human, accessible and fast.

01
Experience Simple
02
Experience Minimal
03
Experience Human
04
Experience Accessible
05
Experience Fast
Product challenge Keep the learning experience engaging without allowing interaction to become interface complexity.

Ispeak needed a structured application system capable of supporting complex workflows, multiple roles, reusable components and real product states across more than thirty screens.

01
Workflow Complex Application Flow
02
Users Multiple Roles
03
Scale Component System
04
Product Reality States + Edge Cases
Vyasti scope The engagement covered the product-design journey from research to interactive prototype.

This was a strategy and design engagement. No production mobile development service is documented.

01
ResearchUX Research
02
StructureInformation Architecture
03
StructureWireframing
04
ExperienceUX Design
05
InterfaceUI Design
06
MobileMobile App UX
07
MobileMobile App UI
08
PrototypePrototype Design
09
PrototypeInteractive Prototype
10
CreativeCustom Graphics
11
InterfaceCustom Icons
12
VisualIllustrations
13
InteractionInterface Animation
Product scale The learning experience had to remain coherent beyond the first few screens.

A 30+ screen application required shared hierarchy, reusable patterns, product-state logic and enough visual consistency for games, quizzes and other learning interactions to still feel like one product.

Documented screen count 30+

Mobile application / product screens.

Vyasti approach Structure the learning journey before decorating the learning experience.

Information architecture and primary journeys were simplified first. Visual direction, role-based experiences and the wider interface system could then grow around a clearer product foundation.

01
Structure Simplified IA
02
Journey Primary User Flows
03
Experience Role-Based UX
04
System Structured Product UI
Content work Existing client content was rewritten and improved.

Content refinement helped important learning information and interface messaging work more clearly inside the redesigned product hierarchy.

Original creative work Graphics, imagery, icons, illustrations, animation and motion extended the experience.

The project included original visual work beyond basic interface implementation, allowing the learning product to develop a more distinctive digital language.

Verified design technology Figma

Figma was the documented product-design environment for Ispeak, supporting the UX, UI, design-system and interactive-prototype work. No engineering technology is attributed to Vyasti.

Qualitative outcome A clearer product experience and a stronger digital identity.

The resulting mobile experience became significantly easier to use, presented the company's offering more clearly and created a stronger, more consistent digital identity. The project also established a stronger foundation for future marketing and growth. No verified traffic, conversion, revenue, adoption, engagement or retention metrics were supplied.

Project overview

Ispeak was created as an educational mobile product for students learning English through games, quizzes and animation. Vyasti's three-month engagement focused on turning that learning concept into a structured product experience across more than thirty screens. The work included UX research, information architecture, wireframing, user journeys, role-based experience logic, mobile UX, mobile UI, prototype design, interactive prototyping, custom graphics, custom imagery, icons, illustrations, animation and motion.The design direction was intentionally simple, minimal, human, accessible and fast, with stronger information hierarchy and reusable product logic helping the application support engaging learning content without becoming visually or structurally confusing. Vyasti's documented role was strategy and product design — not mobile application development.

02 / The Challenge

Playfulness could make learning more engaging. Too much interface complexity could make learning harder.

Ispeak combined English learning with games, quizzes and animation. That gave the product more ways to engage students, but also more interaction patterns to organize. The design challenge was to preserve the energy of the learning experience while keeping the application simple, minimal, accessible and understandable across more than thirty screens.

Core challenge Make learning feel playful without making the product feel chaotic.

Games, quizzes and animation each added useful interaction possibilities. The interface still needed enough discipline that students could understand what to do without the product's visual and interaction layers competing for attention.

01
Learning Interaction Games

Interactive experiences created opportunities for playful learning while still requiring clear navigation and consistent behaviour.

02
?
Learning Interaction Quizzes

Questions, responses and feedback introduced additional states that needed to remain understandable.

03
Visual Interaction Animation

Movement could make the product feel more alive without becoming another source of visual distraction.

Learning side Keep the experience engaging.

Games, quizzes and animation were fundamental parts of the product concept, so removing interaction was not the solution.

UX side Keep the interaction understandable.

The product still needed to feel simple, minimal, human, accessible and fast despite the number of interaction types it contained.

Challenge 01 / Workflow A playful interface still needs a disciplined product structure underneath it.

The supplied project brief identifies simplification of a complex application workflow as one of the central design challenges.

Product complexity Every additional interaction creates another relationship the user may need to understand.

Games, quizzes, animated moments and the wider product experience could not be designed as disconnected activities. The application needed clear relationships between its screens, actions and states.

Design problem Simplify the system before simplifying its appearance.

If the architecture and journeys remained confusing, minimal styling alone would not make the learning experience easier to use.

01
Context Understand the Current Screen
02
Priority Know What Matters Now
03
Interaction Complete the Relevant Action
04
Feedback Understand What Happened
Challenge 02 / Multiple roles The application needed role-based experiences without fragmenting into unrelated products.

The supplied project material confirms multiple user roles but does not identify those roles. The challenge therefore remains at the product-system level.

Role-based UX Different contexts could change what mattered without changing how the entire product behaved.

Role variation needed to coexist with shared navigation, hierarchy, visual language and reusable interaction patterns.

01
Variable Information Priority
02
Variable Journey Context
03
Shared Interaction Logic
04
Shared Visual Language
Challenge 03 / Product scale A learning experience can feel coherent across five screens and still fall apart across thirty.

Ispeak's documented scope exceeded thirty product screens. The design therefore needed enough shared logic to keep navigation, hierarchy, interaction and visual behaviour consistent as the application expanded.

Documented scale 30+

Mobile application / product screens.

01
Need Shared Hierarchy
02
Need Reusable Patterns
03
Need Component Logic
04
Need Role Flexibility
05
Need Product Consistency
Challenge 04 / Information Learning content and interface content had to work as one hierarchy.

Vyasti also rewrote and improved existing client content, so information clarity formed part of the wider experience problem.

Content complexity More information does not automatically create more understanding.

Important learning and interface information needed enough hierarchy that users could understand what required attention without every element competing equally.

Interface responsibility Make important actions clearer before making the experience more expressive.

The product direction called for a premium yet uncomplicated experience, making information priority essential to the design.

Challenge 05 / Product reality The experience could not be designed only for perfect quiz answers and ideal journeys.

Empty states, errors, confirmations and edge cases were explicitly part of the design requirement.

01
Empty Empty States

What should the interface communicate when expected content or activity is not available?

02
Error Errors

Unexpected conditions needed clear feedback rather than adding another layer of confusion.

03
Feedback Confirmations

Users needed to understand when an interaction had produced a result.

04
Variation Edge Cases

The design language needed to remain useful outside the primary ideal journey.

Challenge 06 / Attention A playful screen still needs to tell the user where to look first.

Strong visual hierarchy was required to keep the experience premium without making it complicated.

Attention problem Games, questions, animation and interface controls cannot all demand equal attention.

The product needed clear priority between the learning activity, supporting information and the actions required to move through the experience.

01
First Primary Learning Task
02
Then Primary Action
03
Support Helpful Information
04
Enhance Visual Personality
01
Direction Simple
02
Direction Minimal
03
Direction Human
04
Direction Accessible
05
Direction Fast
Challenge 07 / New product There was no mature mobile experience to refine.

Ispeak needed a new application designed from scratch as the client prepared to launch the product.

Starting point Establish the product logic while establishing the product identity.

Information architecture, journeys, hierarchy, component logic, visual direction and interface behaviour all needed to be shaped as part of the original mobile experience.

Scaling risk Every weak early decision could repeat itself across thirty-plus screens.

Designing from scratch made system thinking important because early patterns would influence the wider product as it expanded.

Scope boundary

Vyasti's documented role was strategy and product design. The engagement included UX research, information architecture, wireframing, UX design, UI design, mobile app UX/UI, prototype design, interactive prototyping, custom graphics, custom app imagery, icons, illustrations, animation and motion graphics.Mobile application development, Android development, iOS development, backend development or production engineering were not included in the supplied scope and should not be attributed to Vyasti.

The real challenge Make the learning experience feel alive without making the interface feel busy.

Ispeak needed to bring English learning, games, quizzes and animation into one mobile experience while managing a complex application workflow, multiple user roles, more than thirty screens, reusable component requirements and non-ideal states such as errors, empty conditions and edge cases.At the same time, the intended experience was deliberately restrained: simple, minimal, human, accessible and fast.The challenge was therefore not choosing between engagement and clarity. It was designing a system where both could coexist.

Challenge in context

Ispeak's central design tension came directly from its product concept. Games, quizzes and animation could make English learning more interactive, but each additional interaction also increased the amount of interface logic the product needed to manage. That complexity extended across more than thirty screens and a product architecture that also needed to support multiple user roles, reusable components, errors, empty states and edge cases.The experience still needed to remain simple, minimal, human, accessible and fast. Vyasti therefore needed to preserve the energy of an interactive learning product while removing unnecessary structural and interface complexity from the student's experience.

03 / Vyasti Approach

We did not remove the playfulness. We built enough structure for the playfulness to work.

Ispeak needed games, quizzes and animation to remain central to the learning experience. Vyasti's approach was therefore not to flatten the product into a conventional education interface. We simplified the architecture, clarified journeys, established role-based logic and created reusable interface rules so interactive learning could remain engaging without becoming confusing.

Approach principle Control the system, not the personality.

Ispeak could remain expressive because its structure did the quiet work underneath: clearer information relationships, predictable interaction patterns, stronger hierarchy and reusable product logic.

01
Structure Simplify Before Styling
02
Learning Journey Before Screen
03
Interaction Rules Before Variation
04
Scale System Before 30+ Screens
Product-design process Thirteen connected stages from learning concept to scalable mobile system.

Each stage reduced complexity before the next layer of the product became more detailed.

01
Research Understand the Learning Product

Begin with the product concept, English-learning context, interaction requirements and wider application structure.

02
Structure Simplify Information Architecture

Organize information and actions before adding the richer layers of games, quizzes and animation.

03
Journeys Map Primary Learning Flows

Define how users move through important interactions before treating individual screens as finished compositions.

04
Roles Structure Role-Based Experiences

Allow different user contexts to change information priority while maintaining a shared product language.

05
Wireframes Solve Hierarchy Before Decoration

Establish screen structure, content priority and interaction relationships before introducing the detailed visual system.

06
Direction Define Playful but Controlled UI

Give the application enough personality for interactive learning while preserving simple, minimal and accessible behaviour.

07
System Establish Reusable Product Logic

Create shared hierarchy, spacing, components and interaction rules capable of supporting the wider application.

08
Learning Interaction Structure Games and Quizzes

Keep different learning activities expressive while making important actions and feedback behave consistently.

09
States Design Beyond the Ideal Journey

Account for empty conditions, errors, confirmations and edge cases as part of the real application experience.

10
Creative Build the Visual Language

Extend the interface through custom graphics, imagery, icons and illustrations while protecting clarity.

11
Prototype Connect Screens Into Journeys

Use interactive prototyping to evaluate navigation, progression and screen relationships beyond static UI.

12
Motion Add Interface Animation

Use motion to support feedback and continuity without overwhelming the learning task.

13
Scale Expand the System Across 30+ Screens

Apply the established architecture, interaction logic, visual language and state behaviour across the documented product scope.

Step 01–02 / Research + IA Before making learning more playful, make the product easier to understand.

Ispeak's underlying architecture needed enough clarity that games, quizzes and animated experiences could be added without forcing users to decode the navigation around them.

01
Understand Product Requirements
02
Simplify Information Relationships
03
Prioritize Important Actions
04
Reduce Interaction Friction
Step 03 / Learning journeys Every interactive lesson still needed a clear beginning, action and response.

Mapping primary journeys helped separate the learning activity itself from the navigation and feedback users needed around it.

01
Context Understand the Activity
02
Attention Know What Matters Now
03
Interaction Complete the Learning Action
04
Feedback Understand the Result
Step 04 / Role-based UX Adapt information priority without creating separate product languages.

The brief confirms multiple user roles but does not identify them. Vyasti therefore structured role-based experience logic at the system level: allow context to vary while maintaining shared navigation, hierarchy and interaction behaviour.

01
Variable Information Priority
02
Variable Journey Context
03
Shared Interaction Logic
04
Shared Visual Language
Step 05 / Wireframes Solve information priority before introducing colour, illustration and animation.

Wireframes allowed structural decisions to be evaluated without visual personality masking hierarchy problems.

Structural purpose Establish what users need to see before deciding how expressive it should become.

Content priority, actions, navigation relationships and screen structure could be solved before detailed visual design was introduced.

Wireframe principle A playful interface still needs to work before the playfulness arrives.

Visual energy became a layer on top of usable structure rather than a substitute for it.

Step 06 / Visual direction Make the learning product feel alive without turning every screen into a competition for attention.

Ispeak's visual direction needed enough personality for games, quizzes and animation while still supporting the explicit experience goals of simplicity, minimalism, humanity, accessibility and speed.

01
Preserve Playfulness
02
Protect Hierarchy
03
Support Accessibility
04
Maintain Consistency
Step 07 / Product system Reusable interface logic created room for more variation without more confusion.

The system needed to support different learning interactions while maintaining recognizable product behaviour.

01
Hierarchy Typography Logic
02
Rhythm Spacing Relationships
03
Interface Reusable Components
04
Behaviour State Logic
05
Scale Product Language
Step 08 / Learning interaction Different activities could look different without behaving unpredictably.

Games, quizzes and animated learning moments needed enough variation to remain engaging, but the surrounding product logic still had to feel familiar.

01
Games Play

Allow richer interaction while keeping entry, action and progression understandable.

02
Quizzes Respond

Make question, response and feedback states clear enough that the interface does not interrupt the learning task.

03
Animation Reinforce

Use movement as a supporting layer rather than another competing element on the screen.

Step 09 / Real product states Design the moments where the ideal learning journey stops being ideal.

Empty states, errors, confirmations and edge cases were treated as part of the product system rather than cleanup work after the main interface was finished.

01
Empty Empty States

Explain what the current condition means even when expected content is unavailable.

02
Error Errors

Make unexpected conditions understandable without creating another layer of friction.

03
Feedback Confirmations

Communicate clearly when an action or interaction has produced a result.

04
Variation Edge Cases

Extend the same product language beyond the primary happy path.

Step 10 / Original creative Give the product personality without making learning harder to navigate.

Custom graphics, imagery, icons and illustrations helped build a more distinctive visual language around the product while remaining subordinate to clarity and interaction.

01
Visual Custom Graphics
02
Visual Custom Imagery
03
Interface Custom Icons
04
Learning Illustrations
Step 11 / Interactive prototype Static learning screens became connected product journeys.

Interactive prototyping allowed the wider experience to be evaluated through relationships between screens rather than visual quality alone.

Prototype purpose Review navigation, progression and feedback as an actual sequence.

This was especially useful for an experience containing multiple interaction types, where the transition between screens matters as much as any one screen.

Validation principle A good screen does not automatically create a good journey.

The prototype connected individual design decisions into a more complete representation of the intended mobile experience.

Step 12 / Interface animation Motion could make learning feel more alive without becoming visual noise.

Interface animation and motion graphics extended the interactive layer while remaining consistent with the simple, minimal and accessible product direction.

01
Feedback Reinforce Response

Movement can help communicate that an interaction has produced a result.

02
Continuity Connect States

Animation can support the relationship between one learning moment and the next.

03
Restraint Protect Attention

Motion remains useful only while it supports rather than competes with the learning activity.

Step 13 / Product scale The final question was whether the system could still feel coherent after thirty screens.

The documented Ispeak product-design scope exceeded thirty mobile application screens.

Scale principle More screens should increase product capability—not multiply inconsistency.

Reusable hierarchy, shared interaction logic, role-based variation, product-state behaviour and visual language allowed the wider application to inherit one recognizable system.

Documented scale 30+

Mobile application / product screens.

Product-design environment Figma

Figma was the documented environment used for Ispeak's UX, UI, mobile product design and interactive prototyping. No development stack should be attributed to Vyasti from the supplied project material.

Approach outcome The product could remain playful because the system underneath became more disciplined.

Vyasti's approach moved Ispeak from a new English-learning product concept into a structured mobile experience by simplifying information architecture, mapping primary journeys, establishing role-based experience logic, wireframing hierarchy, defining a controlled visual direction and building reusable interface rules. Games, quizzes and animation could then operate inside a more consistent product language, supported by real product states, original graphics, imagery, icons, illustrations, interactive prototyping and motion across more than thirty screens.

Engagement boundary

Ispeak was a strategy and product-design engagement. Vyasti's documented work includes UX research, information architecture, wireframing, UX design, UI design, mobile app UX/UI, prototype design, interactive prototyping, custom graphics, imagery, icons, illustrations, interface animation and motion graphics.Mobile application development, Android engineering, iOS engineering, backend development or production engineering should not be attributed to Vyasti.

How we worked

Ispeak's product concept already contained the ingredients for an energetic learning experience: games, quizzes and animation. Vyasti's task was not to reduce that energy. It was to build the product structure that could contain it. The process began with research and simplified information architecture, moved into mapped journeys and role-based experience logic, and used wireframes to establish hierarchy before detailed visual design.The interface direction was then developed around a deliberate balance: playful enough to support interactive English learning, but simple, minimal, human, accessible and fast enough that the interface itself did not become another learning obstacle.Reusable product logic created consistency across different activity types. Empty states, errors, confirmations and edge cases extended that system beyond ideal journeys. Custom graphics, imagery, icons and illustrations established the visual language, while interactive prototyping and motion helped communicate how the interface behaved between screens. More than thirty screens ultimately inherited those shared rules, turning the product from a collection of interactive learning moments into one coherent mobile experience.

04 / Solution Highlights

The solution did not make learning less playful. It made the playfulness easier to understand.

Ispeak combined games, quizzes and animation inside a thirty-plus-screen English-learning product. Vyasti connected those different learning modes through clearer journeys, shared interaction rules, stronger hierarchy, reusable components, real product states and one coherent visual language.

Solution principle Let the learning experience change without making the product rules change with it.

A game could feel different from a quiz. An animated learning moment could feel different again. The surrounding experience still needed recognizable hierarchy, actions, feedback and navigation so students were not relearning the interface every time the activity changed.

Game UI Add strongest game screen.

Use original Ispeak product UI.

Ispeak English learning game interface designed by Vyasti
Quiz UI Add strongest quiz screen.

Prefer a screen with clear question and response UI.

Ispeak English learning quiz interface designed by Vyasti
Animated Learning Add visual learning screen.

Use original animated or illustration-led interface.

Ispeak animated English learning experience
01
Learning UX Activity-Aware Experience

Different learning modes could retain their own personality while operating inside a common interaction system.

02
Hierarchy Clearer Attention

The learning task remained visually dominant while supporting information and controls stayed secondary.

03
Product System Reusable Interaction Logic

Shared patterns helped preserve continuity across more than thirty screens.

04
Product Reality Designed Beyond the Happy Path

Empty states, errors, confirmations and edge cases were included in the wider product system.

Solution 01 / Learning modes Games, quizzes and animated learning could feel different without feeling disconnected.

The interface system provided continuity around different types of educational interaction while allowing each mode to retain its own visual energy.

Interactive Learning Game Experience
Ispeak / Game Add real game UI.
Ispeak game-based English learning interface
Practice + Feedback Quiz Experience
Ispeak / Quiz Add real quiz UI.
Ispeak English learning quiz interface
Visual Learning Animated Experience
Ispeak / Animation Add animation-led screen.
Ispeak animated English learning screen
Solution 02 / Learning interaction Every activity could change. The basic cognitive sequence stayed familiar.

Clear context, a recognizable primary action, understandable feedback and an obvious next step gave different learning activities a common structural rhythm.

01
Context Understand the Activity
02
Action Know What to Do
03
Feedback Understand the Result
04
Progression Know What Comes Next
Solution 03 / Role-based experience User context could change without creating an entirely different product language.

The brief confirms multiple user roles but does not identify them, so this section intentionally presents role-based UX without inventing personas.

Role-aware UX Adapt the emphasis. Preserve the behaviour.

Information priority and journey context could vary between users while shared navigation, hierarchy and visual language helped the wider application remain coherent.

Role Context / 01 Add role-based screen.
Ispeak role-based mobile application experience
Role Context / 02 Add alternate role screen.
Ispeak alternate role-based product experience
Solution 04 / Learning component system Reusable UI created consistency without forcing every learning activity into the same composition.

The objective was shared product behaviour rather than rigid visual repetition.

System principle Reuse the logic users need to recognize.

Typography, spacing, hierarchy, components and interaction states created enough continuity that users could focus on the learning activity rather than repeatedly interpreting the UI.

01
Hierarchy Typography Logic
02
Rhythm Spacing Relationships
03
Interface Reusable Components
04
Behaviour Shared States
Solution 05 / Real product states A learning product cannot assume that every answer, screen and journey behaves perfectly.

Empty conditions, errors, confirmations and edge cases were included as part of the actual product-design system.

Empty State
Ispeak empty state design
State 01 Empty State
Error State
Ispeak error state interface
State 02 Error
Confirmation
Ispeak confirmation interface state
State 03 Confirmation
Edge Case
Ispeak edge case interface
State 04 Edge Case
Ispeak product screen one 01
Ispeak product screen two 02
Ispeak product screen three 03
Ispeak product screen four 04
Ispeak product screen five 05
Ispeak product screen six 06
Ispeak product screen seven 07
Ispeak product screen eight 08
Ispeak product screen nine 09
Ispeak product screen ten 10
Solution 06 / Product scale 30+

The documented Ispeak engagement extended across more than thirty product screens. Shared hierarchy, reusable components, state logic and visual language allowed those screens to behave as parts of one learning product rather than isolated compositions.

Solution 07 / Original visual language Simplicity did not require the learning experience to become visually generic.

Custom graphics, imagery, icons and illustrations gave Ispeak a more distinctive visual character while remaining subordinate to the learning task.

Visual system Personality supported learning instead of competing with it.

Original visual assets could make games, quizzes and animated experiences feel more engaging while the underlying interface continued to prioritize hierarchy, readability and accessibility.

Custom graphics created for Ispeak
Custom Graphics
Custom imagery created for Ispeak
Custom Imagery
Custom icons designed for Ispeak
Custom Icons
Illustrations designed for Ispeak
Illustrations
Solution 08 / Interactive prototype The product needed to be reviewed as a sequence of learning interactions, not a collection of screenshots.

Interactive prototyping made navigation, progression, response and screen relationships visible across the wider experience.

Prototype / Start Add starting screen.
Ispeak interactive prototype starting screen
Prototype / Next Add connected screen.
Ispeak connected prototype screen
Prototype value Validate what happens between the polished frames.

A learning product containing different activity types requires more than strong individual screens. Prototype connections made the intended progression and interaction continuity easier to inspect.

Solution 09 / Motion Animation became useful when it clarified feedback, progression or continuity.

Interface animation and motion graphics were part of the documented design scope.

Motion principle Make the experience feel alive without turning movement into another distraction.

Motion could reinforce interaction feedback and the relationship between product states while preserving the simple, minimal and accessible experience direction.

Ispeak interaction feedback animation
Interaction Feedback
Ispeak interface state transition
State Transition
Ispeak learning product motion
Learning Motion
Solution 10 / System proof The strongest evidence is the complete Figma system behind the individual mobile screens.

Use the broadest useful project canvas available—ideally showing flows, components, final screens or prototype relationships together.

Ispeak / Complete Product System Add the strongest zoomed-out Figma project view.
Complete Ispeak mobile product design system in Figma by Vyasti
Verified design environment Figma

Ispeak's documented UX, UI and interactive prototype work was created in Figma. Showing the broader project canvas makes the system behind the thirty-plus-screen engagement visible.

Solution outcome More ways to learn. One product language connecting them.

Ispeak's solution connected games, quizzes and animated English learning through clearer journeys, role-based experience logic, stronger hierarchy, reusable components and real product states. Custom graphics, imagery, icons and illustrations added personality, while interactive prototyping and motion extended the experience beyond static screens. Those shared decisions could then scale across the documented thirty-plus-screen product system.

Engagement boundary

Ispeak was a strategy and product-design engagement. Vyasti's documented work covers UX research, information architecture, wireframing, UX design, UI design, mobile app UX/UI, prototype design, interactive prototyping, custom graphics, custom imagery, icons, illustrations, interface animation and motion graphics.Mobile application development, Android engineering, iOS engineering, backend development or production engineering should not be attributed to Vyasti.

Solution in context

Ispeak needed to make English learning more interactive without making the product harder to navigate. The solution was therefore not one visual style applied across every screen. It was a shared product language capable of supporting different kinds of learning interaction. Games could remain playful. Quizzes could prioritize questions, responses and feedback. Animated learning moments could introduce more visual energy. Role-based experiences could change information emphasis.Beneath those differences, reusable hierarchy, components, interaction rules and product-state behaviour created continuity.Empty states, errors, confirmations and edge cases extended that system beyond ideal journeys. Custom graphics, imagery, icons and illustrations gave the application a more distinctive visual identity, while interactive prototyping and motion communicated how the experience behaved between static screens. Across more than thirty screens, the result was not visual sameness. It was enough consistency that different learning experiences could still unmistakably belong to the same product.

05 / Impact & Results

More interaction did not have to mean more confusion. The product became easier to understand as the system became stronger.

Ispeak combined English learning, games, quizzes and animation across more than thirty mobile screens. The design work brought those experiences under a clearer, more consistent product system—making the application significantly easier to use while strengthening how the product presented itself digitally.

Primary design impact The interface became quieter without making the learning experience less alive.

Games, quizzes and animated interactions could retain their individual energy while clearer hierarchy, reusable patterns, role-aware experience logic and structured product states made the wider application easier to navigate and understand.

01
30+ Screens

Documented mobile product-design scale.

02
3 Months

Strategy and product-design engagement.

03
Figma

Documented UX, UI and prototype environment.

04
Design

Product strategy and design—not app development.

Before → after The product moved from interaction complexity toward structured learning UX.

The impact is best understood through the documented changes in clarity, usability, consistency and product-system quality rather than unsupported commercial or learning-performance figures.

Product pressure 01
Games, quizzes, animation, multiple roles and thirty-plus screens.

Each additional interaction type increased the number of states, journeys and interface relationships that users might need to understand.

Resulting system 02
Different learning modes operating inside one coherent experience language.

Clearer information architecture, hierarchy, reusable patterns and state behaviour created continuity without forcing every learning activity to look identical.

Verified outcomes Four meaningful changes without inventing performance statistics.

The project documentation supports qualitative improvement in usability, clarity, digital identity and future product foundation.

01
Usability Easier mobile experience

The product experience became significantly easier to use as journeys, hierarchy and interface relationships were simplified.

02
Clarity Clearer product offering

Better structure and information hierarchy made the product and what it offered easier to understand.

03
Identity Stronger digital consistency

Shared interface rules and original creative assets helped more than thirty screens feel like one product.

04
Foundation Better base for future growth

A structured product system established a stronger foundation for future marketing and growth.

Experience result Students could focus more on the activity and less on interpreting the interface around it.

The design system strengthened the distinction between the learning task, supporting information, primary action and feedback—reducing the amount of interface interpretation required around each activity.

01
Clearer Learning Priority
02
Clearer Primary Actions
03
Clearer Feedback
04
Clearer Progression
Product coherence Three learning modes could remain distinct without fragmenting the experience.

Games, quizzes and animation did not need visual sameness. They needed recognizable product behaviour around them.

01
Games Playful

Interactive activities could retain more visual energy while still inheriting common hierarchy and navigation logic.

02
Quizzes Structured

Questions, responses and feedback could use familiar interaction principles so the learning task stayed clear.

03
Animation Expressive

Motion and illustration could add personality without replacing clarity as the dominant interface priority.

System impact The value of consistency became more important as the product became larger.

More than thirty screens required product logic that could survive beyond the showcase interfaces.

Product coherence Thirty-plus screens could inherit one recognizable set of interface decisions.

Shared hierarchy, component behaviour, product states and visual rules reduced unnecessary variation across the wider application.

Documented design scale 30+

Mobile application / product screens.

01
Structure Clearer IA
02
Journey More Coherent Flows
03
Interface Reusable Components
04
Behaviour Consistent States
05
Scale Shared Product Language
Product-state impact The experience remained designed even when the ideal learning journey did not happen.

Product quality extended into empty conditions, errors, confirmations and edge cases rather than stopping at ideal screens.

01
Empty Empty States

More understandable when expected content was unavailable.

02
Error Errors

Clearer feedback when an interaction did not behave as expected.

03
Feedback Confirmations

More visible understanding of successful actions and responses.

04
Variation Edge Cases

Shared product rules extended outside primary flows.

Identity impact The product became more recognizable as a single digital experience.

Custom graphics, imagery, icons, illustrations and interface animation extended the product beyond generic education UI, while shared hierarchy and interface patterns preserved consistency.

01
Digital Identity More Consistent
02
Product Presence More Premium
03
Communication Clearer Offering
04
Experience More Coherent
Future foundation A stronger product system created a better base for whatever came next.

The documented result includes a stronger foundation for future marketing and growth. That foundation came from making the product easier to present, easier to understand and more internally consistent.

Strategic result Better foundations before bigger growth.

Growth does not become easier because a product has more screens. It becomes easier when those screens communicate one clearer product.

Visual proof Show breadth and consistency together.

A complete Figma canvas or strong multi-screen composition is the best evidence for the scale and consistency of the Ispeak design engagement.

Ispeak / 30+ Screen Product System
Add the strongest complete Figma composition.

Prefer an image where games, quizzes, standard product screens, states and visual assets can be seen together.

Ispeak 30 plus screen mobile product design system in Figma
What this proves Variation increased without product consistency disappearing.

The complete system shows how multiple learning modes, user contexts, interface states and creative assets could operate across more than thirty screens while remaining connected by shared design logic.

Evidence boundary

No verified figures were supplied for student learning improvement, downloads, active users, adoption, completion rates, retention, engagement, conversion, revenue or commercial performance. Those outcomes should therefore not be attributed to Vyasti.The documented impact is qualitative: the mobile experience became significantly easier to use, the product offering became clearer, the digital identity became stronger and more consistent, and the work created a stronger foundation for future marketing and growth.

Project outcome Ispeak became easier to use without becoming less expressive.

Vyasti structured Ispeak's English-learning experience around clearer information architecture, stronger hierarchy, mapped journeys, reusable interface logic, role-based UX and real product-state behaviour. Games, quizzes and animation could remain visually distinct while operating inside a more consistent interaction language. Original graphics, imagery, icons, illustrations, prototypes and motion extended that system across more than thirty screens. The result was a clearer and easier mobile experience, a stronger and more consistent digital identity, and a better foundation for future marketing and growth.

Impact in context

Ispeak should not be presented as a case study about invented download numbers, retention percentages or learning-performance claims. Its strongest documented result is visible inside the product itself. A mobile application combining English learning, games, quizzes, animation, multiple user roles and more than thirty screens became easier to understand because the complexity underneath was given stronger structure.Information architecture became clearer. Important journeys were prioritized. Role-based contexts could vary without abandoning the shared product language. Reusable components created continuity. Empty states, errors, confirmations and edge cases remained part of the designed experience. Custom graphics, imagery, icons, illustrations and motion added personality without making the interface less coherent. The outcome was a clearer learning product, a stronger digital identity and a more scalable design foundation—while Vyasti's documented contribution remained strategy and product design, not mobile application engineering.

06 / Learning Product System

Games and quizzes were the visible layer. The real product was the system connecting them.

Ispeak needed different kinds of learning interaction to work across more than thirty screens without becoming a collection of unrelated experiences. Vyasti structured the product around information architecture, journeys, role-aware UX, reusable components, clear hierarchy, real product states, original visual assets, prototypes and motion—all inside one Figma-based design system.

Product-system principle Different learning experiences. One recognizable product language.

Ispeak did not need every screen to look identical. It needed users to recognize how the product worked even when the learning activity changed from a game to a quiz or an animated experience.

Ispeak / Learning Product System
01
Understand Research
02
Structure IA
03
Experience Journeys
04
Context Roles
05
Structure Wireframes
06
Interface UI
07
Learning Activities
08
System Components
09
Reality States
10
Experience Prototype
11
Interaction Motion
12
Scale 30+ Screens
Layer 01 / Learning architecture Before organizing screens, organize how the learning product behaves.

Simplified information architecture created the structural foundation for the wider mobile experience.

Product structure Create predictable relationships between content, activity, action and feedback.

The learning experience became easier to understand when important information and primary actions followed a clearer hierarchy across the product.

Architecture outcome More interaction without more structural confusion.

Games, quizzes and animated experiences could sit inside the same product architecture instead of each creating a separate navigation logic.

01
Learning Mode Games

More expressive interactions could remain playful while inheriting shared hierarchy, actions and feedback behaviour.

02
Learning Mode Quizzes

Question, response and confirmation states could follow recognizable patterns so users remained focused on the learning task.

03
Learning Mode Animation

Motion and illustration could add personality while the surrounding experience maintained the same basic product logic.

Layer 02 / Role-based UX Context could change without forcing the product language to change with it.

The project documentation confirms multiple user roles but does not identify them, so the system remains intentionally role- agnostic in this case study.

Role-aware system Change what matters. Preserve how the product works.

Different user contexts could alter information emphasis and journey priorities while navigation, hierarchy and interface behaviour remained familiar.

01
Variable Information Priority
02
Variable Journey Context
03
Shared Navigation Logic
04
Shared Visual Language
01
Hierarchy Typography Logic
02
Rhythm Spacing Relationships
03
Interface Reusable Components
04
Behaviour Interaction States
05
Scale Product Language
Layer 03 / Visual hierarchy Playfulness worked because the interface still knew what deserved attention first.

Strong hierarchy allowed richer visual treatment without forcing every element to compete equally for attention.

Attention system Keep the learning task dominant. Let the rest of the interface support it.

Primary learning activity, important action, supporting information and visual personality were deliberately treated as different levels of interface priority.

01
Primary Learning Activity
02
Action Primary Interaction
03
Support Helpful Information
04
Expression Visual Personality
01
Product State Empty States

The system accounted for moments where expected content or activity was not available.

02
Product State Errors

Unexpected conditions needed clear feedback rather than creating additional interaction uncertainty.

03
Product State Confirmations

Successful actions and responses needed visible confirmation so users understood what happened.

04
Product State Edge Cases

The same product language extended beyond the primary happy path into less common conditions.

Layer 04 / Original visual language A learning product can be expressive without becoming visually undisciplined.

Original graphics, imagery, icons and illustrations extended the product identity beyond generic education UI.

Creative principle Personality should support the activity—not compete with it.

Creative assets brought more character into games, quizzes and animated experiences while the underlying hierarchy protected clarity and usability.

01
Visual Custom Graphics
02
Visual Custom Imagery
03
Interface Custom Icons
04
Learning Illustrations
Layer 05 / Figma system The complete product canvas is stronger evidence than any single polished screen.

Use a zoomed-out Figma view showing as much of the real Ispeak design system as possible.

Ispeak / Complete Product System
Add the strongest full-project Figma canvas.

Ideally include wireframes, flows, polished UI, activity screens, components, states or prototype relationships in the same composition.

Complete Ispeak English learning mobile product system in Figma
Verified environment Figma

Figma was the documented design environment used for Ispeak's research-driven UX work, wireframes, mobile UI and interactive prototype. No engineering stack is attributed to Vyasti.

Layer 06 / Interactive prototype Validate the relationship between activities—not only the quality of each frame.

Interactive prototyping connected static designs into journeys, making progression, navigation, actions and state relationships easier to evaluate as one experience.

Layer 07 / Motion Animation became part of interaction feedback.

Interface animation and motion graphics extended the experience beyond static UI while remaining subordinate to clarity and the learning task.

Layer 08 / Product scale The design system had to remain coherent long after the first few screens looked finished.

The documented product-design engagement extended across more than thirty mobile screens.

Scale principle More screens should inherit more shared logic—not create more isolated decisions.

Reusable components, hierarchy, role-aware behaviour, product states and visual rules gave the wider application a more consistent foundation as it expanded.

Documented design scale 30+

Mobile application / product screens.

01
UX Foundation Structure

Research, information architecture, journeys and role-based UX created the foundation beneath the finished interface.

02
Product Interface System

Mobile UI, reusable components, states, hierarchy and original creative assets created the wider product language.

03
Experience Proof Prototype

Interactive prototypes and motion communicated how the experience was intended to behave between the static screens.

Engagement boundary

Ispeak was a strategy and product-design engagement. Vyasti's documented contribution includes UX research, information architecture, wireframing, UX design, UI design, mobile app UX/UI, prototype design, interactive prototyping, custom graphics, imagery, icons, illustrations, interface animation and motion graphics.Mobile application development, Android engineering, iOS engineering, backend development or production engineering should not be attributed to Vyasti.

System output Not thirty separate screens. One learning-product language capable of producing thirty-plus screens.

Ispeak's design system connected learning architecture, mapped journeys, multiple user contexts, reusable components, visual hierarchy, games, quizzes, animated experiences, product states, custom graphics, imagery, icons, illustrations, interactive prototypes and motion. Figma became the environment where those decisions remained connected as the product expanded beyond thirty screens.

System in context

The technology story behind Ispeak is deliberately simple: Figma.The complexity lived in the product decisions made inside that environment. Vyasti moved from research and simplified information architecture into mapped journeys, role-aware UX, wireframes, reusable components, detailed mobile UI and real product-state behaviour. Games, quizzes and animated learning experiences could then vary without abandoning the shared interaction language. Custom graphics, imagery, icons and illustrations added character, while prototypes and motion communicated how the experience moved between screens.More than thirty product screens ultimately inherited those shared rules. The output was a coherent learning-product design system—not a claim that Vyasti engineered or developed the production mobile application.

08 / Client Testimonial
What impressed us most was the systems thinking behind the execution. The final experience feels intentional, scalable, and built for real users.
Achinta
Head of Design
Engagement Needs Structure

If making your product more engaging also makes it harder to use, the experience needs a stronger system.

Interactive products naturally accumulate complexity.More features create more screens. More user contexts create more variations. More animation, interaction and content create more states the interface has to manage.The answer is not to remove everything that gives the product personality. The answer is to create enough structure that personality, interaction and complexity can coexist without becoming the user's problem. That was the product-design challenge behind Ispeak: information architecture before interface decoration, journeys before isolated screens, reusable product logic before uncontrolled variation, and clear hierarchy beneath games, quizzes, illustration and motion.Vyasti works across product strategy, UX, information architecture, interface systems, prototyping and digital experience design to turn complex product ideas into clearer, more scalable systems.

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