← All work Sarim Naeem
Bayan Al Arabia · EdTech for families

turning screen time into learning time.

A parent–child learning app that helps children build Arabic language, listening and literacy skills — and gives parents clear, calm control over how screen time is spent.

Role
Lead Product Designer
Platform
Mobile app · Parent & Child
Industry
EdTech · Family · Arabic Experience
Scope
Personas, MVP scope, wireframes, UI
Bayan splash screen
Bayan home screen
Screen-time dashboard
Learn to unlock Parent + Child
2users with opposite goals — the child and the parent
5learning topics a child can choose from
10features in the MVP — and two deliberately left out
3design principles every screen was tested against
01Problem

Children already spend hours on screens. Very little of it helps them grow.

Modern children face real developmental challenges — and most of their screen time does nothing about them.

At the same time, parents often struggle to monitor and engage their children effectively in meaningful educational activities. Blocking apps creates conflict; allowing them creates guilt. Neither builds skills.

Learning & speech challenges

Learning disabilities and language or speech disorders.

Poor listening skills

Attention drifts before meaning lands.

Reading & writing delays

Literacy milestones arriving later than they should.

Unproductive screen time

Hours spent scrolling instead of learning.

How might we

turn the screen time children already have into learning time — without turning parents into screen-time police?

02Target users

One product. Two users who want opposite things.

The child wants fun. The parent wants control. The product only works if both get what they came for.

That tension shaped the whole architecture: a playful, low-reading experience for children, and a calm, data-first experience for parents — connected by a shared family account.

Switch perspective

Who is this screen for?

Primary user

Learn through things that feel like play.

Children engage in activities such as vocabulary practice, listening to the Quran, storytelling, drawing and games.

ValueEnhance language expression, overcome learning challenges, and develop literacy skills.
Secondary user

See progress. Set limits. Stop negotiating.

Parents oversee and manage their children’s app usage, progress and screen time from one place.

ValueTrack learning progress and make sure screen time is educational and meaningful.
Child home screen
Parent dashboard
03Personas

Designing for Ahmed and Fatima.

Two personas kept every decision honest. If a feature didn’t help Ahmed learn or help Fatima trust the app, it didn’t make the cut.

A
AhmedChild · Age 7

Can I play now? I’ll do the word game first!

About

  • Loves playing games
  • Struggles with Arabic reading

Motivated by

  • Fun, interactive challenges
  • Guessing words and storytelling
Access DeviceLet’s PlayLet’s Tell a StoryPoints
F
FatimaParent · Age 35

I don’t want to take the tablet away. I want to know it’s doing him good.

Concerned about

  • Ahmed’s screen time
  • Tracking his learning progress

Appreciates

  • Detailed dashboards
  • Control over Ahmed’s activities
SettingsDaily limitsDashboardFamily account
04Prioritization

Deciding what not to build.

Every feature was scored on impact and urgency. Ten made the MVP. Two waited.

The MVP had one job: prove the core loop — a child learns, earns and plays; a parent sees it happen. Anything that didn’t serve that loop moved to “revisit later”, no matter how good it sounded in a meeting.

Interactive · click any feature

The prioritization matrix.

Impact →Urgency →
High impact · low urgency
High impact · high urgency — MVP

Included in the first release.

Low impact · low urgency

Revisit later.

Low impact · high urgency
ChildParentBoth
05Design strategy

Three principles, two audiences.

Every screen was checked against three principles before it moved to high fidelity.

The first and third are for Ahmed. The second is for Fatima. Where they conflicted, the rule was simple: children get simplicity, parents get depth — never the other way round.

01

Child-friendly UI

Bright colours, large icons and simple navigation that makes the app appealing — even before a child can read every word.

See the child app →
02

Parent-centric controls

Clear, intuitive dashboards and robust settings for seamless child management — depth without clutter.

See the parent tools →
03

Gamification

Rewards, points and progress trackers that make learning the thing a child wants to do next.

Try the mechanic →
Principle 02 · Parent-centric controls

Set up once. Stay informed without hovering.

Login, family setup and screen-time controls — designed for a busy parent who wants answers in seconds, not another app to manage.

Choose login type: Parent or Child
Who’s using the app?Parent or Child, before anything else.
Login
LoginEmail, password or social sign-in.
Sign up
Sign upOne short form, one clear action.
Add child
Add childCreating the family group.
Family group

A code, not another password.

A parent creates a child profile and gets a short code. The child enters it once to link their app — no credentials for a seven-year-old to remember.

Design choice — remove typing where it adds nothing.
Child details
Pairing code
Child enters code
Settings & dashboard

Limits per app. Answers at a glance.

Daily and weekly limits for each app sit in one list, with progress bars that show what’s left. One tap opens the detail: usage records, a timesheet of when apps were opened, and today / week / month statistics.

Design choice — the answer first, the detail one tap away.
Screen-time goals
Dashboard detail
Principles 01 & 03 · Child-friendly + gamified

Five ways to learn. One reason to keep going.

Big, picture-led cards so a seven-year-old never needs instructions — and a points system that turns learning into the path to the things they already love.

Select a topic

Pictures first, words second.

Let’s Draw, Let’s Express, Let’s Play, Let’s Discover and Let’s Tell a Story — each a large, photo-led card, with earned points always in view below the header.

Design choice — navigation a pre-reader can use.
Home
Menu
Let's Draw
Let’s DrawCreative expression, saved to history.
Let's Express
Let’s ExpressLanguage through expressions and signs.
Let's Play
Let’s PlayGamified language skills, results for parents.
Let's Discover
Let’s DiscoverDuration and points up front.
Access Device · try it

Learn first. Then play.

Before a child opens a distracting app, Bayan asks one short question — a math problem, a Quran recitation, or guessing the meaning of a word. Answer it, earn points, unlock the time.

It reframes the parent’s “no” into the child’s “not yet” — the limit is still there, but now it’s a game Ahmed can win.

Design choice — make the rule feel like a challenge, not a punishment.
VideosLocked · answer to unlock
Guess the word

Unlocked for 15 minutes
+10 points
Get access
Choose a challengeMath, Quran or vocabulary.
Read Quran
Listen to QuranVerse highlighting with audio.
Score
Instant rewardOne number, one next step.
My Points
Progress trackerTotals, trend and statistics.
06Wireframes

From brief to screen.

Three wireframes carried the most risk, so they were defined first — each with a clear job before any colour was added.

01 · Parent

Parent dashboard

Wireframe briefKey metrics displayed visually — screen time readable at a glance.

Became: per-app limits with progress bars, and a detail view with records, timesheet and statistics.

Parent dashboard
02 · Child

Activity screen

Wireframe briefInteractive designs for topics like drawing, with tools for creativity.

Became: instruction up top, a full canvas, and a simple tool bar a child can reach with one thumb.

Activity screen
03 · Child

Child login & quizzes

Wireframe briefA playful interface with animated quizzes.

Became: a one-field code login, big tappable answers, and an instant score to celebrate every attempt.

Quiz
07Arabic content

Arabic that feels native, not translated.

Quran verses and Arabic questions read right-to-left, so they needed more than a text-direction switch. Content hierarchy, alignment and even arrows follow the reader — while the product keeps one consistent identity.

Interactive · try it

One component. Two reading directions.

Home
Welcome back, Ahmed3 lessons waiting today
Earned points1,246
Redeem
Read Quran12 min
Guess the word8 min
Continue
1234

Numbers show where the eye lands first — and they move with the reader.

Mirroring the pixels is easy. Mirroring the reading is the work.

Switch the language and watch what moves: the greeting anchors to the reader’s starting edge, chevrons and the primary arrow point the way the reader travels, and numbers switch to Arabic-Indic digits. Each one is a decision, not a flip.

  • Navigationالتنقل
  • Cardsالبطاقات
  • Listsالقوائم
  • Formsالنماذج
  • Content hierarchyتسلسل المحتوى
  • Calls-to-actionأزرار الإجراء
08What’s next

What we said “later” to — on purpose.

Advanced analytics and social sharing were valuable ideas, but neither was needed to prove the core loop. Once the MVP shows that children learn and parents trust it, these become the natural next layer — alongside adapting content to each child’s level and behaviour.

Advanced analyticsSharing progress with familyBadges & streaksAdaptive difficultyAI-personalised learning paths
09Reflection

What I carried forward

The best rules don’t feel like rules. They feel like a game you want to win.
  • Two users with opposite goals need two experiences — connected by one shared account.
  • Prioritisation is a design tool. Saying “later” kept the MVP about one loop: learn, earn, play.
  • Gamification works best when the reward is something the child already wants.
Screen time isn’t the enemy.
Meaningless screen time is.
Bayan Al Arabia · Sarim Naeem
Sarim NaeemLead Product Designer · Bayan Al Arabia Case Study

Let’s design, build and ship something useful together.