RESPONSIBILITIES
PRODUCT DESIGN
PRODUCT DESIGN
UI/UX DESIGN
UI/UX DESIGN
BRAND DESIGN
BRAND DESIGN
CLIENT
WITMINA - SAAS
DELIVERABLES
MOBILE APP, VIDEO GAME
RESPONSIBILITIES
PRODUCT DESIGN
UI/UX DESIGN
BRAND DESIGN
CLIENT
WITMINA - SAAS
DELIVERABLES
MOBILE APP, VIDEO GAME
OUTCOME
Working on Witmina was a great opportunity for me to design a brain training experience that feels fun, structured, and easy to follow. I focused on clear onboarding, simple navigation, and a smooth flow so users could start playing quickly and always know what to do next.
I had the freedom to use proven design patterns, which helped me make the app cleaner and the progress easier to understand. The final experience has short sessions, clear improvement, and friendly messages that help users build a habit and come back often.
OUTCOME
Working on Witmina was a great opportunity for me to design a brain training experience that feels fun, structured, and easy to follow. I focused on clear onboarding, simple navigation, and a smooth flow so users could start playing quickly and always know what to do next.
I had the freedom to use proven design patterns, which helped me make the app cleaner and the progress easier to understand. The final experience has short sessions, clear improvement, and friendly messages that help users build a habit and come back often.
INTRO
INTRO
Witmina is a brain training platform where I designed interactive games to help users develop core mental skills through structured training and measurable progress.
Witmina is a brain training platform where I designed interactive games to help users develop core mental skills through structured training and measurable progress.









THE GOAL
My goal was to create a friendly experience that still feels trustworthy and effective. I wanted users to start training fast, understand what skills they were building, and feel motivated to keep coming back. Each screen should make two things clear: what to do next and how they’re improving.
THE GOAL
My goal was to create a friendly experience that still feels trustworthy and effective. I wanted users to start training fast, understand what skills they were building, and feel motivated to keep coming back. Each screen should make two things clear: what to do next and how they’re improving.
PROJECT CHALLANGES
Witmina had strong brain training content, but the experience did not keep users engaged for long. Many users started a few sessions and then dropped off because training could feel repetitive, the difficulty did not always feel balanced, and it was not clear why a game was recommended. Progress also felt too number-heavy, so users could not easily understand what was improving.
PROJECT CHALLANGES
Witmina had strong brain training content, but the experience did not keep users engaged for long. Many users started a few sessions and then dropped off because training could feel repetitive, the difficulty did not always feel balanced, and it was not clear why a game was recommended. Progress also felt too number-heavy, so users could not easily understand what was improving.
SOLUTIONS
I improved the experience to support habit building and long term use, and I designed the brain training games users played. I refined the session flow so users could start quickly, move through a varied set of games, and get clear feedback after each session. I also adjusted difficulty pacing to feel more natural, made recommendations easier to understand, and simplified progress into easy-to-read insights that help users feel motivated and confident to return.
SOLUTIONS
I improved the experience to support habit building and long term use, and I designed the brain training games users played. I refined the session flow so users could start quickly, move through a varied set of games, and get clear feedback after each session. I also adjusted difficulty pacing to feel more natural, made recommendations easier to understand, and simplified progress into easy-to-read insights that help users feel motivated and confident to return.



ITERATION
Based on feedback, I refined the navigation, made it faster to reach the first game, and updated the progress view to feel more encouraging and human. I also improved the difficulty progression so easier activities come first and more challenging ones appear gradually, helping users build confidence and stick with the habit.
ITERATION
Based on feedback, I refined the navigation, made it faster to reach the first game, and updated the progress view to feel more encouraging and human. I also improved the difficulty progression so easier activities come first and more challenging ones appear gradually, helping users build confidence and stick with the habit.



UNDERSTANDING THE USERS
Witmina is used by many people, from students to professionals and adults who want to improve their mental fitness. Even though they are different, they all want the same things: a clear app, quick onboarding, and feedback that is easy to understand. Through research and competitor review, I learned that people stop using brain training apps when they feel repetitive or confusing, so I designed the games to feel varied, gradually more challenging, and short enough to fit into a daily routine.
UNDERSTANDING THE USERS
Witmina is used by many people, from students to professionals and adults who want to improve their mental fitness. Even though they are different, they all want the same things: a clear app, quick onboarding, and feedback that is easy to understand. Through research and competitor review, I learned that people stop using brain training apps when they feel repetitive or confusing, so I designed the games to feel varied, gradually more challenging, and short enough to fit into a daily routine.



USER FLOW
Using the main user stories, I created five key user flows for Witmina and refined them through team work sessions to keep the experience clear and easy. The flows covered onboarding, starting a session, choosing a game, viewing progress, and updating settings. I worked closely with the team to iterate on the session and progress flows, making sure users could start quickly, always know what to do next, and still have easy alternate paths like returning to the home screen or changing goals anytime.
USER FLOW
Using the main user stories, I created five key user flows for Witmina and refined them through team work sessions to keep the experience clear and easy. The flows covered onboarding, starting a session, choosing a game, viewing progress, and updating settings. I worked closely with the team to iterate on the session and progress flows, making sure users could start quickly, always know what to do next, and still have easy alternate paths like returning to the home screen or changing goals anytime.
LOW-FIDELITY WIREFRAMES
Low-fidelity wireframes for Witmina cover the main journey from onboarding to progress: a welcome and sign up screen that sets a goal and session length, a home dashboard showing daily progress and the next recommended session, a games library organized into five categories (Classic, Math, Memory, Attention, and Problem Solving), a simple session screen with game instructions and clear next steps, a results screen with quick feedback after each game, a progress dashboard that shows weekly improvement and streaks, and a profile/settings screen for reminders and preferences.
LOW-FIDELITY WIREFRAMES
Low-fidelity wireframes for Witmina cover the main journey from onboarding to progress: a welcome and sign up screen that sets a goal and session length, a home dashboard showing daily progress and the next recommended session, a games library organized into five categories (Classic, Math, Memory, Attention, and Problem Solving), a simple session screen with game instructions and clear next steps, a results screen with quick feedback after each game, a progress dashboard that shows weekly improvement and streaks, and a profile/settings screen for reminders and preferences.



HI-FIDELITY WIREFRAMES
High-fidelity wireframes for Witmina show the full flow with final visuals and real UI components: branded onboarding, a dashboard with daily progress and recommended sessions, category navigation for Classic, Math, Memory, Attention, and Problem Solving, game cards in the library, polished session screens with clear feedback, a results summary after each game, a progress dashboard with charts and streaks, and clean profile/settings screens for reminders and preferences.
HI-FIDELITY WIREFRAMES
High-fidelity wireframes for Witmina show the full flow with final visuals and real UI components: branded onboarding, a dashboard with daily progress and recommended sessions, category navigation for Classic, Math, Memory, Attention, and Problem Solving, game cards in the library, polished session screens with clear feedback, a results summary after each game, a progress dashboard with charts and streaks, and clean profile/settings screens for reminders and preferences.



BRAND & UI STYLES
Witmina’s brand and UI style should feel friendly, modern, and focused, with clean typography, lots of white space, and rounded components. Use a neutral background with one strong primary accent for key actions, and soft supporting colours to distinguish the five categories (Classic, Math, Memory, Attention, Problem Solving). Keep buttons and cards tap-friendly with clear states, use simple icons, and show progress with lightweight visuals like bars, streaks, and simple charts plus encouraging micro-feedback.
BRAND & UI STYLES
Witmina’s brand and UI style should feel friendly, modern, and focused, with clean typography, lots of white space, and rounded components. Use a neutral background with one strong primary accent for key actions, and soft supporting colours to distinguish the five categories (Classic, Math, Memory, Attention, Problem Solving). Keep buttons and cards tap-friendly with clear states, use simple icons, and show progress with lightweight visuals like bars, streaks, and simple charts plus encouraging micro-feedback.


