Matilde Peixoto

Max's Adventures

Max's Adventures

Max's Adventures

A social good app that helps kids from ages 4 till 8 recognize and manage their own emotions and understand the feelings of others.

A social good app that helps kids from ages 4 till 8 recognize and manage their own emotions and understand the feelings of others.

A social good app that helps kids from ages 4 till 8 recognize and manage their own emotions and understand the feelings of others.


The Product


The Product

Max’s Adventures is a social good app that aims to teach kids from ages 4 to 10 about emotions and empathy. The app teaches kids how to recognize their own emotions and those of others.


Max’s Adventures is a social good app that aims to teach kids from ages 4 to 10 about emotions and empathy. The app teaches kids how to recognize their own emotions and those of others.


The Problem & Goal


The Problem & Goal

The problem is that children often struggle to express and understand the emotions they feel. They may feel overwhelmed and unsure of what to do with them. They also find it challenging sometimes to understand what others are feeling and how best to react to their emotions. The goal is to help kids learn to identify emotions in themselves and others, and how best to control these emotions through various engaging activates. This project started in December 2022, and finished in January 2023.



Max’s Adventures is a social good app that aims to teach kids from ages 4 to 10 about emotions and empathy. The app teaches kids how to recognize their own emotions and those of others.



The Problem & Goal

The problem is that children often struggle to express and understand the emotions they feel. They may feel overwhelmed and unsure of what to do with them. They also find it challenging sometimes to understand what others are feeling and how best to react to their emotions. The goal is to help kids learn to identify emotions in themselves and others, and how best to control these emotions through various engaging activates. This project started in December 2022, and finished in January 2023.



My Role & Responsibilities

My Role & Responsibilities

UX designer and illustrator leading the app from conception to delivery. My responsibilities are to conduct interviews, wireframing, prototyping, conduct usability studies, account for accessibility, iterate on designs, and determine information architecture.


UX designer and illustrator leading the app from conception to delivery. My responsibilities are to conduct interviews, wireframing, prototyping, conduct usability studies, account for accessibility, iterate on designs, and determine information architecture.


User Research Summary

User Research Summary


I conducted in person interviews with children between ages 4 to 10 and their parents, on issues surrounding emotions and the ability to feel empathy. Many kids admitted struggling to understand and express complex emotions, often feeling overwhelmed or guilty when unable to manage them. Parents echoed these concerns, highlighting the importance of teaching children emotional expression, empathy, and social skills through repeated, engaging activities. The personas summarize my research findings from these interviews, scroll through to see the second persona.


Competitive Audit

Competitive Audit


The audit below analyzes several competitor products, highlighting their strengths and weaknesses. These insights are valuable for identifying gaps and opportunities that Max’s Adventure app can address.



Low Fidelity Digital Wireframes & Prototype

Low Fidelity Digital Wireframes & Prototype


After drafting paper wireframes, I created the initial digital designs for Max’s Adventure app. These designs focused on teaching kids about the different kinds of emotions, and then providing various activities for the kids to channel and deal with these emotions. 

To prepare for usability studies I also created a low fidelity prototype. Low Fidelity Prototype Link



Usability Study Findings

Usability Study Findings

I conducted an unmoderated usability study with five participants, both in Washington D.C. and remotely, each session lasting 20 to 30 minutes. Three key issues where identified: confusion over the emotion learning feature’s integration, unclear wording, and navigation challenges. 

1. Emotion Learning Feature

Most users find it confusing to have the emotion learning feature integrated with the rest of the activities, the insight is to separate and structurally differentiate it from the other activities.

1. Emotion Learning Feature

Most users find it confusing to have the emotion learning feature integrated with the rest of the activities, the insight is to separate and structurally differentiate it from the other activities.

1. Emotion Learning Feature

Most users find it confusing to have the emotion learning feature integrated with the rest of the activities, the insight is to separate and structurally differentiate it from the other activities.

1. Emotion Learning Feature

Most users find it confusing to have the emotion learning feature integrated with the rest of the activities, the insight is to separate and structurally differentiate it from the other activities.

2. Word

Some users found the wording of certain text and subtitles confusing, the insight is to reword them to make the purpose of the content more explicit.

2. Word

Some users found the wording of certain text and subtitles confusing, the insight is to reword them to make the purpose of the content more explicit.

2. Word

Some users found the wording of certain text and subtitles confusing, the insight is to reword them to make the purpose of the content more explicit.

2. Word

Some users found the wording of certain text and subtitles confusing, the insight is to reword them to make the purpose of the content more explicit.

3. Navigation

Most users found the navigation features on the physical activities page confusing, the insight is to create more intuitive and accessible indicators for navigating between the physical activity page and its succeeding pages.

3. Navigation

Most users found the navigation features on the physical activities page confusing, the insight is to create more intuitive and accessible indicators for navigating between the physical activity page and its succeeding pages.

3. Navigation

Most users found the navigation features on the physical activities page confusing, the insight is to create more intuitive and accessible indicators for navigating between the physical activity page and its succeeding pages.

3. Navigation

Most users found the navigation features on the physical activities page confusing, the insight is to create more intuitive and accessible indicators for navigating between the physical activity page and its succeeding pages.

4. Arrow

Some users found an error in the low fidelity prototype. The arrow to go back to the main activities page from the games activity page wasnt working.

4. Arrow

Some users found an error in the low fidelity prototype. The arrow to go back to the main activities page from the games activity page wasnt working.

4. Arrow

Some users found an error in the low fidelity prototype. The arrow to go back to the main activities page from the games activity page wasnt working.

4. Arrow

Some users found an error in the low fidelity prototype. The arrow to go back to the main activities page from the games activity page wasnt working.

High Fidelity Digital Wireframes & Prototype

High Fidelity Digital Wireframes & Prototype


Based on the insights from the usability studies, I applied design changes to my high-fidelity wireframes. An example of one of these changes is when I added “click here” buttons on the physical activities page to indicate how to navigate to the breathing and yoga pages. This improves the app's navigation by increasing its intuitiveness and accessibility.

The high-fidelity prototype followed the same user flow as the low-fidelity prototype, including design changes made after the usability study. High Fidelity Prototype Link



Next Steps

Next Steps


Conduct research to evaluate how successfully the app teaches kids about emotion and empathy, provide incentives to encourage their learning, and run a usability study to confirm whether the high-fidelity prototype resolves user pain points.

Accessibility Considerations

Accessibility Considerations


In designing my children’s app, I focused on accessibility by: ensuring strong contrast between foreground and background for easy text readability; adding headings with varying text sizes to create a clear visual hierarchy; and buttons are distinctly labeled, colored, and highlighted to stand out, making navigation intuitive and features easy to identify.

Project Impact

Project Impact


The younger users (ages 4 – 10) shared that they really liked Max (the corgi in a spacesuit) as he was “fun and cute”. They enjoyed the variety of different activities provided and the lively colors and images. The parents also liked the fact that there were a lot of different emotions provided for the kids to learn from.