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Inteligen Games and Robotics Private Limited

Kloo: Making Math Unforgettable

Blending toys, neuroscience, and game design into evidence-driven learning.

Web Application

India

Aakash+Byju’s Products Limited

Untitled.png

The design process was data-led and purpose-driven:
Homework and Live Tests were given prime homepage placement to address low engagement
Progress indicators and clear CTAs guided students from start to finish
Related tools were grouped to reduce visual clutter and cognitive load
Micro-interactions added instant feedback, encouraging quick re-engagement
Built a modular, reusable design system to allow rapid iteration without disrupting the experience

By targeting previously underperforming sections, we turned them into high-engagement anchors of the platform.

DESIGN

BRIEF

Math has long been one of the most feared subjects among children, not because it’s difficult, but because traditional teaching methods rarely engage or motivate.

Kloo set out to change that by creating an evidence-centered learning ecosystem powered by phygital toys (abacus, counters) and purpose-built hardware like the Kloo Vision Stand.

This wasn’t about making “games for kids.” It was a scientifically grounded rethinking of how children learn, making learning tangible, measurable, and joyful.

Our goal was to combine neuroscience, hardware design, and gameplay into a single, evidence-driven system that could sustain attention, measure learning, and make math genuinely fun.

DISCOVER

My research combined neuroscience, market insights, and hands-on playtesting to establish Kloo’s foundation.

Neuroscience:

Children’s fingers contain dense clusters of sensory neurons. Tactile play activates multiple brain circuits simultaneously, strengthening long-term memory and conceptual clarity. Dopamine pathways triggered by play sustain motivation far longer than traditional methods.

Market Gap:

The learning games space is crowded yet underserved. Few products successfully bridge physical + digital play with credible evidence frameworks. Parents remained skeptical, and children disengaged quickly.

Game Insight:
Drawing from my experience designing social games at Zynga, I knew players are driven by more than winning, they play for collaboration, altruism, and recognition. We adapted these dynamics into education, designing epistemic games that help children “think like mathematicians” while collaborating and competing positively.

Balanced design framework for Learning Games  1.png

CHALLENGE

Before Kloo, learning games struggled with low stickiness and attention span:

  • Children rarely returned consistently to the same game, and engagement would drop sharply after novelty wore off.

  • Attention spans were short, kids drifted quickly without tactile interaction or meaningful feedback.

  • Parents and teachers lacked evidence of learning, so they didn’t encourage repeated play.

On top of this, I faced three design hurdles:

  • Hardware Design - Standard abacuses couldn’t be tracked digitally, and tablets alone weren’t enough. We had to invent the Kloo Abacus and the Vision Stand to bridge physical and digital play.

  • Evidence Capture - No existing system turned play into proof of learning. We applied the Balanced Design Framework (Content → Evidence → Task → Feedback) to close this gap.

  • Fairness & Peer Dynamics - Classrooms often demotivate because the same child dominates. We designed matchmaking and persona balancing (from gaming) so engagement and wins were shared fairly.

DEFINE

To ensure learning was both measurable and motivating, I structured Kloo’s system around evidence loops and service design maps:

  • Content Model: Broke math into micro-constructs to teach and assess progressively.

  • Evidence Model: Mapped every toy action into measurable learning signals.

  • Task Model: Designed playful, tactile games that naturally elicited those signals.

  • Feedback Model: Delivered real-time feedback to children, while providing dashboards for teachers and parents.

This transformed Kloo from “an educational toy” into a cohesive learning ecosystem, uniting content, behavior, evidence, and design into one continuous loop.

WIREFRAME

Early prototypes validated the model:

  • Children slid beads on the Kloo Abacus while the Vision Stand tracked movement, adapting game difficulty in real time.

  • Simple arithmetic evolved into complex reasoning faster than anticipated.

  • Teachers and parents viewed live dashboards tracking mastery, attention, and engagement metrics.

These early sessions confirmed that tactile, adaptive play could dramatically improve focus and conceptual clarity

DESIGN

I led the design of both the physical and digital systems, ensuring harmony between form and function.

  • Abacus 2.0: Redesigned for precision, high-contrast beads, refined rod spacing, and proportions optimized for vision tracking and small-hand ergonomics.

  • Vision Stand: Built to be durable, classroom-ready, and accurate under diverse lighting and spatial conditions.

  • Iterative Playtesting: Conducted dozens of rounds to fine-tune ergonomics, contrast, and mirror angles for optimal sensor performance.

  • Game Mechanics: Grounded in epistemic and social play theory, rewarding teamwork, curiosity, and altruism over rote speed.

  • Flow Design: Balanced difficulty dynamically, keeping children in the “sweet spot” between boredom and challenge.

Every element went through rigorous evaluation, only 1 in 50 design explorations met the required standards for usability, color theory, learning efficacy, and brand alignment.

Image [img-project-dtl].png
Kloo products 2 1.png

Delivery

The final output was a complete, scalable ecosystem, designed for continuity across physical and digital touch points:

  • Hardware Products: Custom Kloo Abacus + Vision Stand.

  • Design System: Unified design language across toys, app, and dashboards.

  • Style Guide: Covering hardware finish, color, typography, and interaction patterns.

  • Feedback Systems: From micro-interactions to multi-level educator dashboards.

  • Service Workflows: Documented end-to-end journeys for seamless production and classroom deployment.

Conclusion

Kloo demonstrated that learning becomes truly powerful when science, design, and play converge.

The results spoke clearly:

  • Stickiness increased dramatically, children returned more often and stayed longer.

  • Focus and learning efficiency improved by 80%, showing strong gains in retention and conceptual understanding.

  • Even advanced math concepts like multiplication and division were mastered through playful exploration.

  • Number bonding, often abstract and difficult to teach, became intuitive through tangible play.

  • The system scaled effortlessly across classrooms and learner profiles without loss of effectiveness.

Kloo isn’t just a game or toy, it’s a first-of-its-kind learning ecosystem that unites hardware, software, neuroscience, and game design to make learning tangible, measurable, and unforgettable.

Image [portfolio-img].png
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The design process was data-led and purpose-driven:
Homework and Live Tests were given prime homepage placement to address low engagement
Progress indicators and clear CTAs guided students from start to finish
Related tools were grouped to reduce visual clutter and cognitive load
Micro-interactions added instant feedback, encouraging quick re-engagement
Built a modular, reusable design system to allow rapid iteration without disrupting the experience

By targeting previously underperforming sections, we turned them into high-engagement anchors of the platform.

DESIGN

We began with a simple but critical question: Why aren’t students engaging as much as they could?
With no dedicated research team, we became the researchers:
Conducted quick interviews and “Mom Tests” with students to surface pain points
Analysed usage analytics, student feedback, and user flow data
Observed that 80–90% of students logged in but struggled to reach their classes
Found Homework and Live Test modules hidden in plain sight at critical user touch points
Identified inconsistent navigation between desktop and mobile
Discovered there was no journey map to visualise the end-to-end student experience, making it difficult to track and address drop-offs

These findings laid the groundwork for a redesign strategy that addressed both product interface and service workflows.

CHALLENGE

The platform was packed with valuable tools but lacked structure, focus, and intuitive pathways. Students weren’t completing key actions, and engagement was uneven.

We had to:
Boost Homework and Live Test adoption by making them visible, accessible, and rewarding
Increase stickiness by designing habit-forming flows and re-engagement triggers
Reduce confusion with a clear hierarchy, consistent layouts, and simplified navigation
Resolve technical blockers limiting the “Prepare & Analysis” section in the Test Space
Address the absence of a service design framework and align all user touch points to reduce outbound calls and support queries

This was not just a UI refresh — it was a full-service design overhaul requiring deep coordination between design, product, and engineering.

DEFINE

From the research, we set clear objectives:
Elevate Homework and Live Test modules across all devices and touch points
Improve completion rates through guided, intuitive interaction flows
Boost repeat engagement with visible progress and timely feedback loops
Build a scalable design system that would evolve with the product

To support these goals, we created a comprehensive service design map — plotting the entire student journey from login to task completion. This became the master blueprint for reducing drop-offs, improving visibility, and ensuring seamless transitions between touch points.

WIREFRAME

We worked quickly, iterating on structure before committing to visuals:
Low-fidelity wireframes mapped new module placements and flows
Multiple layout variations tested for priority actions like homework submission and test preparation
Stakeholder reviews ensured alignment with service workflows and technical feasibility

DESIGN

The design process was data-led and purpose-driven:
Homework and Live Tests were given prime homepage placement to address low engagement
Progress indicators and clear CTAs guided students from start to finish
Related tools were grouped to reduce visual clutter and cognitive load
Micro-interactions added instant feedback, encouraging quick re-engagement
Built a modular, reusable design system to allow rapid iteration without disrupting the experience

By targeting previously underperforming sections, we turned them into high-engagement anchors of the platform.

Inteligen Games and Robotics Private Limited

Kloo: Making Math Unforgettable

Blending toys, neuroscience, and game design into evidence-driven learning.

Inteligen / Kloo

India

Mobile Apps & Hardwares

Untitled.png

BRIEF

Math has long been one of the most feared subjects among children, not because it’s difficult, but because traditional teaching methods rarely engage or motivate.

Kloo set out to change that by creating an evidence-centered learning ecosystem powered by phygital toys (abacus, counters) and purpose-built hardware like the Kloo Vision Stand.

This wasn’t about making “games for kids.” It was a scientifically grounded rethinking of how children learn, making learning tangible, measurable, and joyful.

Our goal was to combine neuroscience, hardware design, and gameplay into a single, evidence-driven system that could sustain attention, measure learning, and make math genuinely fun.

DISCOVER

My research combined neuroscience, market insights, and hands-on playtesting to establish Kloo’s foundation.

Neuroscience:

Children’s fingers contain dense clusters of sensory neurons. Tactile play activates multiple brain circuits simultaneously, strengthening long-term memory and conceptual clarity. Dopamine pathways triggered by play sustain motivation far longer than traditional methods.

Market Gap:

The learning games space is crowded yet underserved. Few products successfully bridge physical + digital play with credible evidence frameworks. Parents remained skeptical, and children disengaged quickly.

Game Insight:

Drawing from my experience designing social games at Zynga, I knew players are driven by more than winning, they play for collaboration, altruism, and recognition. We adapted these dynamics into education, designing epistemic games that help children “think like mathematicians” while collaborating and competing positively.

Balanced design framework for Learning Games  1.png

CHALLENGE

Before Kloo, learning games struggled with low stickiness and attention span:

  • Children rarely returned consistently to the same game, and engagement would drop sharply after novelty wore off.
     

  • Attention spans were short, kids drifted quickly without tactile interaction or meaningful feedback.
     

  • Parents and teachers lacked evidence of learning, so they didn’t encourage repeated play.


On top of this, I faced three design hurdles:

  • Hardware Design - Standard abacuses couldn’t be tracked digitally, and tablets alone weren’t enough. We had to invent the Kloo Abacus and the Vision Stand to bridge physical and digital play.
     

  • Evidence Capture - No existing system turned play into proof of learning. We applied the Balanced Design Framework (Content → Evidence → Task → Feedback) to close this gap.
     

  • Fairness & Peer Dynamics - Classrooms often demotivate because the same child dominates. We designed matchmaking and persona balancing (from gaming) so engagement and wins were shared fairly.

DEFINE

To ensure learning was both measurable and motivating, I structured Kloo’s system around evidence loops and service design maps:

  • Content Model: Broke math into micro-constructs to teach and assess progressively.
     

  • Evidence Model: Mapped every toy action into measurable learning signals.
     

  • Task Model: Designed playful, tactile games that naturally elicited those signals.
     

  • Feedback Model: Delivered real-time feedback to children, while providing dashboards for teachers and parents.


This transformed Kloo from “an educational toy” into a cohesive learning ecosystem, uniting content, behavior, evidence, and design into one continuous loop.

WIREFRAME

Early prototypes validated the model:

  • Children slid beads on the Kloo Abacus while the Vision Stand tracked movement, adapting game difficulty in real time.
     

  • Simple arithmetic evolved into complex reasoning faster than anticipated.
     

  • Teachers and parents viewed live dashboards tracking mastery, attention, and engagement metrics.


These early sessions confirmed that tactile, adaptive play could dramatically improve focus and conceptual clarity

DESIGN

I led the design of both the physical and digital systems, ensuring harmony between form and function.

  • Abacus 2.0: Redesigned for precision, high-contrast beads, refined rod spacing, and proportions optimized for vision tracking and small-hand ergonomics.
     

  • Vision Stand: Built to be durable, classroom-ready, and accurate under diverse lighting and spatial conditions.
     

  • Iterative Playtesting: Conducted dozens of rounds to fine-tune ergonomics, contrast, and mirror angles for optimal sensor performance.
     

  • Game Mechanics: Grounded in epistemic and social play theory, rewarding teamwork, curiosity, and altruism over rote speed.
     

  • Flow Design: Balanced difficulty dynamically, keeping children in the “sweet spot” between boredom and challenge.


Every element went through rigorous evaluation, only 1 in 50 design explorations met the required standards for usability, color theory, learning efficacy, and brand alignment.

Image [img-project-dtl].png

Delivery

The final output was a complete, scalable ecosystem, designed for continuity across physical and digital touch points:

  • Hardware Products: Custom Kloo Abacus + Vision Stand.
     

  • Design System: Unified design language across toys, app, and dashboards.
     

  • Style Guide: Covering hardware finish, color, typography, and interaction patterns.
     

  • Feedback Systems: From micro-interactions to multi-level educator dashboards.
     

  • Service Workflows: Documented end-to-end journeys for seamless production and classroom deployment.

Conclusion

Kloo demonstrated that learning becomes truly powerful when science, design, and play converge.

The results spoke clearly:

  • Stickiness increased dramatically, children returned more often and stayed longer.
     

  • Focus and learning efficiency improved by 80%, showing strong gains in retention and conceptual understanding.
     

  • Even advanced math concepts like multiplication and division were mastered through playful exploration.
     

  • Number bonding, often abstract and difficult to teach, became intuitive through tangible play.
     

  • The system scaled effortlessly across classrooms and learner profiles without loss of effectiveness.


Kloo isn’t just a game or toy , it’s a first-of-its-kind learning ecosystem that unites hardware, software, neuroscience, and game design to make learning tangible, measurable, and unforgettable.

Image [portfolio-img].png
Kloo products 2 1.png
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