DISNEY × BYJU'S EARLY LEARN

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

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.

EdTech · 10 Mn+ downloads · 300+ games

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

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.

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 structural problems that were not 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 — and 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.

Weather app image
Weather app image
HOW MIGHT WE

Design learning experiences for pre-readers where every interaction is felt, not read?

Solution · Learning & Testing

Explore first. Prove it second.

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

Option A

Single-mode

· One continuous quiz mode

· Looks efficient on paper

· Kids get assessed before they feel ready

Option B · Chosen

Explore, then assess

· Learning Stage to explore

· Testing Stage to demonstrate

· Confidence before evaluation

Solution · Voice-first storytelling

If they cannot read it, they have to hear and see it

For pre-readers aged 3–5, we shifted to voice-driven character dialogue with visual demonstrations. Instructional text was no longer the path in.

Option A

Only text

· Works for readers

· Blocks pre-literate explorers

· Assumes menu literacy that does not exist yet

Option B · Chosen

Voice + visual demo

· Character dialogue leads

· Visuals demonstrate the action

· On-screen text stays out of the critical path

Character-based intros / outros

Solution · Tap & drag

A 4-year-old's motor precision changes how you use the screen

Two distinct layout systems: selection (tap) and manipulation (drag). One canvas for both was the wrong fit.

Option A

One canvas fits all

· Faster to template once

· Ignores motor differences

· Thumb zones fight the interaction type

Option B · Chosen

Interaction-specific layouts

· Tap: selection real estate

· Drag: source and drop zones

· Screen division matches the action

Solution · Thematic design system

Scale Disney without painting every IP by hand

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

Option A

19 IP libraries

· Strong character attachment

· IP-specific colour systems

· Cannot keep up when IPs multiply

Option B · Chosen

6 thematic categories

· Shared palettes across 35+ IPs

· Survives pipeline at scale

· Tablet to mobile adaptation

The category system was not the original plan.

It became necessary once Disney accelerated IP scale and BYJU'S added mobile mid-project — every layout had to survive portrait and smaller thumbs.

Solution · Character intros / outros

Short dialogues that guide every step

Learn with short, easy-to-understand dialogues from beloved Disney characters. They guide you through every step — making learning feel like a magical adventure, not a worksheet.

Character-based intros / outros

Solution · Play, learn, shine

The story pulls the child forward. Learning happens inside it.

Math and English concepts embedded inside Disney storylines. The narrative is the engine — the learning sits inside the play, not beside it.

Math and English concepts embedded inside Disney storylines. The narrative is the engine the learning sits inside the play, not beside it.

Play, learn, shine

Solution · Hint system

Help that feels like part of the game

Progressive support that does not interrupt the adventure — help that feels like a sidekick, not a pop-up.

Hint system

Reflection

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

I would 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" is not good enough when you are reaching a million students. I would build accessibility testing into the first sprint.

© 2026 Vignesh Sanathkumar

© 2026 Vignesh Sanathkumar