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Max - Mindfulness for kids


Tomi - Mindfulness for kids


Tomi - Mindfulness for kids


UX / UI app design

About the project.

"Max Impact" is an innovative educational-impact program connecting Non-profit Organizations with a group of junior designers, business university students, and 12-grade tech & cyber students. Together we are on a mission to create meaningful social-tech prototypes that address social needs.




Figjam | Figma | Ai | Ps


Mobile App



mindfulness for children

An app that uses mindfulness to foster resilience, mental well-being, and empathy among children
The different mindfulness methodologies will go through games/exercises/Podcusts in a joint and activity between parents and children.
Our application is aimed at children aged 5-9 and their parents. The application interface will be used by parents with their children. 
Playfully and experientially, the application promotes cooperation on the part of the children.

The organization.

Language of Attention

"Sfat Hakeshav " (The Language of Attention) is a non-profit organization that works to cultivate mindfulness skills with children and youth in Israel through a community of facilitators, workshops, and inspiring content (games and products). The language based on mindfulness skills, allows children to develop important anchors to cling to for a healthy life. Sfat Hakeshav invites the child to use attention skills to explore his experience in the present moment (body, sensations, thoughts, and emotions) in a way that enables an encounter with the experience, which cultivates qualities and traits beneficial to stability, mental well-being, and optimal interactions. 
At the beginning of the project, in order to create the initial idea, we met with the representatives of the association Alon and Shiri, almost every week, until we reached a final idea that we chose to implement. We got back in touch towards the end and used them to close the final corners. 

The Challenge

Accessible & playful
Mindfulness for Children

To date, the organization"Sfat Hakeshev" has conducted workshops in schools or informal settings, but the vast knowledge possessed by the experts did not meet the parent's and children at the points daily needs. The information was not available to them specifically in challenging routine situations where they could have used this content. 

Our challenge was to understand how we make the world of mindfulness accessible, playful, and therapeutic for children. Our goal is for the children to go through a process that will develop them emotionally while using the application and in terms of time and resources creating an experience of a process for users is a challenge. In addition, one of our goals is for the children to feel that they are simply using fun and enjoyable application without the feeling of "practice" which could cause reservations.


Information Architecture

שפת הקשב - ארכיטקטורה (2).png

User research

Needs-based targeting survey

To better understand the needs and pain points of parents, we created a short survey that was published in parent's communities:

The survey

targeting form.png

User Personas

Potential users of the App

Persona1 - Yuval.png

UX research


"Shefat Keshav " was a main and central source of knowledge for us. Therefore, we relied on their professional knowledge and the creative ideas that come from extensive experience in the field through working with children. The turning point in the project is that as a team we realized that we prefer to change the initial idea that was more focused on making content accessible than on gaming. While consulting with Alon the mentor who always helped us solve dilemmas and gave practical ideas, we realized that never content (VOD only) can be changed a bit and add to each category a session/game that can create an interactive interaction for children. After we came up with this idea, we conducted a survey among parents and realized that there is indeed interest and a need for a mindfulness app that will help children with financial difficulties. In addition, with the help of the association, we noticed a widespread phenomenon of restlessness in children, especially after the Corona period and the lockdowns. Together with the association, we decided that this topic - restlessness (calmness) will be the initial pilot that we open in the application. With the help of Alon the Mentor, we realized that it would be desirable to present in the application the other topics we would like to focus on only in order to present the options that we will expand in the future.

Solution overview

Emotional training app

  1. The goal is to develop an Android and iOS application that includes islands that address different topics related to mindfulness, including calmness, sleep, concentration, focus, gratitude, and emotions. Each world will feature games and content.

  2. Topics will be presented according to the Onboarding questionnaire (filled by parents).

  3. It was initially decided to develop an Android application in which there is only one world - the world of calm - which includes a game, recordings, and coloring pages.



 All features are displayed in descending order: 

MUST features: 

  1. Product page at the beginning of each practice, there is an explanation page about the practice that is about to start, maybe a demonstration or a walk-through. This way, the chance of succeeding in practice increases significantly (yes)

  2. Onboarding - a process of initial entry into the application that will also include an adjustment questionnaire to teach the new user, how best to use the application. Since this is the user's first engagement with the application, this is almost the only opportunity to succeed in conveying a message and creating a positive impression. The questionnaire will make it possible to build a personal path for the child according to his challenges. 

  3. Listen button Wherever there is text - there will be a listen button through which you can hear the text instead of reading. Making information accessible to children who do not read/well and those with disabilities (have)

Important features:

  1. Summary of practice  receiving achievement and progress + recording insights and application for the future

  2. Summary page at the end of each exercise, there is a recording insights from the exercise and points for future application. This information will always be accessible.

  3. Weekly reminder - A way to help parents be monitored and not forget about the process 

Nice to have:

  1. Daily tip like a bubble with a recommendation from the world of mindfulness. Perhaps depending on the questionnaire as the child progresses the information can be more personal. (none)

  2. Process notebook - All the summaries of the exercises the child has done so far are collected in the notebook. There he can follow his process and access practical information in real-time. (none)

FlowChart - On boarding2.png

Flowchart & Wireframes


What are the next steps the association needs to take to promote the development of the project? 


  • First, in order to develop the project, the association must update and add content to the additional topics we mentioned: sleep, concentration and focus, etc.. Later, also develop a suitable game / activity / practice for each of the topics. 

  • It is desirable to develop another platform linked to the application, from which they can easily upload relevant content (without the need for a programmer)

  • to understand who in the team is responsible for fixing faults and communicating with customers. 

FlowChart - Game.png


The project is written on the client side in “React Native” which is a software skeleton (framework) development user interface created by Facebook. It is used to develop applications for Android, Android, iOS, macOS, tvOS , web, Windows, and UWP thanks to the ability to take advantage of the built-in capabilities of the various operating systems while using the software framework. In this project, the application is for Android to develop in the future for iOS as well.
The working principles of React Native It runs in a background runner (interpreting the JavaScript written by the developers) directly on the end device and communicates with the operating system by serializing data through an asynchronous bridge.

UI research

the design process: I started by looking for references to mindfulness. from the worlds of illustration.  
What I found was colorful and beautiful but not suitable for children: 
when I was looking for references to mindfulness for children I found things that I liked less:

so I moved in the direction of the sea. The sea is mentioned in mindfulness more than once, as a factor that can be stormy but also calm. I headed for the quiet place. And our character also moves between worlds that are islands by boat. 


Watercolors. They are liquid and lack a clear shape. They merge or take over and from a very young age I knew I had found the direction, but watercolors are very unsuitable for creating a logo, which needs to be clear and sharp. So I took away the amorphous form. Air bubbles are also a reference to the logo. They are used for play in general and also in mindfulness with an emphasis on breathing. But it was important to me that it not be a perfect circle like a bubble because there is no such thing in mindfulness or emotions in general. We are not perfect and neither are our feelings.

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Name: Tommy is derived from the Hebrew name Tom and means innocence and purity, plus it is an androgynous name.
Colors: The colors of the sea (turquoise) symbolize the journey between worlds, islands, where the character keeps calm. It's also a little different to the language of attention (light blue). 

Shapes: Watercolors and bubbles inspire these fluid shapes. 


Main screens


Marketing plans


  • application to be ready, the priority is to present it first of all to the community of facilitators in order to receive criticism and additional ideas.

  • After that, transfer it primarily to the children/groups that the association works with regularly.

  • If the feedback is positive, it can be widely marketed with sponsored advertising on the association's Facebook/Instagram page. In addition, posting in parenting groups or mindfulness/yoga/meditation groups on Facebook, it is assumed that there will be a relevant audience there. 

Site Themes.

Brand Pallet:



Next project:

KandinsKIDS - Art & games for kids

Tablet game - UX/UI design

KandinsKIDS is an educational tablet app, designed for children. As part of my studies we were asked to build an experiential and educational exhibition site/app for an artist , considering the target audience. building a concept & name, customer's journey to fit the persona and tell the story of the artist in a joyful & interesting way. 

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