Sparkles Gamified Chores Platform
Transforming household responsibilities into exciting adventures that kids love to complete
Overview
Role- Collaboration
UI/UX Designer, UX Researcher, Illustrator
Timeline
Oct-Nov 2025
Status
In development
Deliverables
Design Systems, User flows, Wireframes, UX Research, High Fidelity Prototypes, Visual Design, Illustration Design, Website Design
Summary
This is a gamified chore management app designed to bridge the gap between parental expectation and children's natural motivation. While most chore tracking tools stop at task logging, Sparkles goes further, transforming household responsibilities into an engaging quest-based system powered by XP, coins, achievement badges, and a fully customisable reward economy.
The product was designed for two distinct users: parents who are exhausted by constant enforcement and nagging, and children aged 5–12 who need meaningful incentives to build lasting habits.
Highlights
Challenges
Spotlighting issues
Spotlighting Issues
-
1
Existing chore trackers only log tasks
-
2
They fail to solve the core issue of intrinsic motivation
-
3
Parents burnout are caused by constant policing
Solutions
Providing answers
Sparkles is a dual app system that replaces family stress with self-driven effort. We stop the cycle of nagging by turning every household task into a rewarding hero's adventure.
Kids are motivated to earn XP, Level up the Leaderboard and get Coins while the Parents Dashboard gives objective data on consistency and habit formation.
Research Summary
Brainstorming
Wireframing
Key Features
Style Guide
Visual Designs
Custom Illustrations
Rewards
Parents Avatar
Reflections
This project taught me that designing for children is designing for honesty. They will immediately ignore anything that does not genuinely excite them and that pressure made me more intentional as a designer. I stopped asking 'does this work?' and started asking 'does this feel worth it?' That single shift in perspective now sits at the centre of everything I design.
This project also tested my discipline. Working against a tight deadline pushed me to make decisive design choices quickly, trust my instincts, and prioritise what truly mattered for the user experience. Looking back, the constraint was as valuable as the creative process itself.