Disney x Byjus Early Learn

How do you design learning games for kids who can't read?

edtech

|

10 Mn+ downloads

|

300+ games

The Disney × BYJU'S G123 product worked for grades 1–3. Extending it to Pre-K and Kindergarten meant redesigning for users who couldn't read instructions, couldn't navigate text menus, and needed to learn entirely through voice, character, and play.

Role

Lead UX Designer

Timeline

9 Months

Team

60-person cross-functional

Platform

Tablet & Mobile

NUMBERS ON THE BOARD

Impact across product, engagement, scale & pipeline

Impact across product, engagement, scale & pipeline

71 min

avg daily time per student

500k

downloads in the first month · India launch

1700+

cities reached · India, USA & Canada ·

85%

annual subscription renewal rate

CONTeXT

300+ gamified learning experiences across Math and English, designed specifically for pre-readers and early learners (PK/KG)

Disney × BYJU'S launched Early Learn in June 2019, initially for grades 1–3. Following the G123 release, the team set out to extend it to Pre-K and Kindergarten (children aged 3–6) while directly addressing the gaps the earlier product revealed.

Scope

Game UX · Design System · Storyboard

Markets

India (launched) · USA · Canada (scaled)

Constraint

Designing for a cognitive stage where reading, & sustained attention don't exist yet

JUMP TO SOLUTION

What we found

The brief said "adapt." The audit said: this is a complete rethink.

Auditing 150 G123 games with observational research across 40 children revealed four structural problems , and they weren’t solvable with visual polish alone.

Layout fatigue

Overwhelming screen information and single-styled, monotonous layouts failed to hold the attention of children with shorter spans.

Engagement vs education

Lengthy, over-exaggerated storylines were causing cognitive overload rather than teaching.

Parents couldn't explain what their child had learned

The experience felt like entertainment. Screen-time guilt was driving cancellations & learning was invisible to the person paying for it. 

Curveball

Mid-project, the brief changed twice.

Disney wanted to scale IPs faster

Adding more characters meant IP-specific colour systems would never keep up. The category-based system wasn't the original plan — it became necessary to survive the pipeline at scale.

BYJU'S decided to expand to mobile

The product launched tablet-first. Mid-project, mobile (Android + iOS) was added to scope. Every layout decision had to be revisited for portrait orientation and smaller thumb interaction zones.

DESIGN DECISIONS

Four decisions that defined the product

Four decisions that defined the product

Learning & Testing

We split games into Learning Stage (explore) and Testing Stage (demonstrate)—building confidence before assessment.

explore, then assess

single-mode

Voice-First, Visual-Led Storytelling

For pre-readers aged 3-5, we shifted to voice-driven character dialogue with visual demonstrations.

voice + visual demo

only text

Tap & drag based interactions

Two distinct layout systems: selection (tap), & manipulation (drag) because a 4-year-old's motor precision changes how you use screen real estate.

interaction-specific layouts

one canvas fits all

Thematic design system

Once Disney scaled to 35+ IPs from 19, we consolidated the system into 6 thematic categories making it possible to ship 300+ games.

6 thematic categories

19 IP-libraries

How might we design learning experiences for pre-readers where every interaction is felt, not read?

CHARACTER based Intros/Outros

Learn with short, easy-to-understand dialogues from beloved Disney characters. They’ll guide you through every step, making learning as fun as a magical adventure!

PLAY, LEARN , SHINE!

Math and English concepts embedded inside Disney storylines. The story pulls the child forward; the learning happens inside it.

Hint System

Help that feels like part of the game, not an interruption to it.

Designing for one age group taught me how differently "accessible" reads across a 3-year range.

I'd push harder on accessibility from day one. Early learners aged 3–6 have the widest variance in motor skills, attention, and cognitive development of any age group. The tap and drag interactions worked for most kids in our play tests but "most kids" isn't good enough when you're reaching a million students. I'd build accessibility testing into the first sprint.

© 2026 Vignesh Sanathkumar

© 2026 Vignesh Sanathkumar