Missing Number Game — Redesign
Heuristic Evaluation · UX Case Study
Heuristic Evaluation → Redesign

Finding the missing number,
and the missing usability.

A Nielsen heuristic evaluation of a K-4 counting game surfaced a dated, cluttered interface with no mobile story. Here's the teardown, the principles it produced, and the balloon-powered redesign that followed.

ProjectMissing Number Game
FocusHeuristic Evaluation
AudienceAges 7–10
40
70
The Learner

Designing for a 9‑year‑old who wants to finish fast and get back to playing.

The evaluation started with a persona, not a screenshot. Anna is nine, in Grade 4, and does her schoolwork on a shared classroom iPad. She's motivated by finishing a task in one sitting — any friction that slows her down risks losing her before the lesson lands.

That single constraint — impatient with delays, works on a tablet — became the lens for every heuristic finding that followed.

Grade 4 · Age 9 Madrid, ES iPad in classroom Plays & paints at home
Anna Persona 01 · Primary User
9 years
Grade 4
Madrid
Mother, father, brother
Classroom iPad
Finish, then play
"I like doing my school stuff all in one go, so I can play with my friends without anyone stopping me."
What We Found

The existing screens broke five of Nielsen's ten usability heuristics.

The level-select and gameplay screens used dense clip-art, mismatched object scale, and glossy, dated buttons — and gave no thought to anything narrower than a desktop monitor.

Counting by 10
1
2
3
Choose a Level
Look at the sign. Find the missing number.
__, 20, 30, 40
4010
01Aesthetic & Minimalist Design

Illustration was dense and dated — bevelled buttons, drop shadows and a busy dot pattern competed with the actual task.

02Match: System & Real World

The train cars carrying numbers weren't in proportion with the station or the characters, breaking the scene's own internal logic.

03Visibility of System Status

Correct and incorrect feedback appeared in a speech bubble far from where the child last tapped, so the response felt disconnected from the action.

04Flexibility & Efficiency

Fixed-pixel layout with no responsive behaviour — unusable on the iPad Anna actually does her schoolwork on.

05Recognition Over Recall

Navigation relied on an unlabelled arrow and a train motif that don't map to any icon vocabulary a 9-year-old already knows.

06Consistency & Standards

Typography, iconography and colour language shifted between the level-select and gameplay screens, so the two never read as one product.

Design Principles

Four commitments the redesign had to hold, in order.

Every screen in the new design gets checked against these before anything else — they're the direct answer to the heuristic findings above.

📱
Principle 01

Mobile‑first, always

Designed for the iPad first, then scaled up — not the other way around.

🎈
Principle 02

One clear metaphor

A single hot‑air‑balloon world replaces the mismatched train set, so every object shares one scale and logic.

💬
Principle 03

Feedback where you tapped

Correct and incorrect states now surface right on the object the child touched — never off in a corner.

Principle 04

Clear, minimal, calm

Flat colour, generous spacing and two icons — Levels and Info — instead of a page of ornament.

The Redesign

One balloon world, from level select to feedback.

The dated train station became a sky full of number balloons — a metaphor simple enough that scale, colour and meaning never fight each other.

Level Select Gameplay Responsive

Counting by 10

Choose a level of
Level1
Level2
Level3
Desktop · Level Select3 flat‑colour balloons replace 3 skeuomorphic buttons

Look at the sign. Find the missing number.

10,   ?  , 30, 40
20
50
20
90
Desktop · GameplayAnswers sit directly under the question — feedback stays local

Look at the sign. Find the missing number.

10,  ? , 30, 40
20
50
20
Tablet

Find the missing number

10,  ? , 30
20
50
20
Phone
Before & After

Same task, six fewer things fighting for attention.

Before
  • Skeuomorphic buttons with heavy bevels and shadow
  • Train, station and characters at three different scales
  • Feedback bubble detached from the tapped object
  • Fixed layout, desktop only
After
  • Flat‑colour balloons with a single consistent light source
  • One mascot, one basket, one scale across every screen
  • Answers live directly beneath the question
  • Responsive from phone to desktop, same component
Outcome

What the evaluation changed.

6
Heuristic violations resolved
1
Unified visual metaphor
3
Breakpoints supported natively
2
Navigation icons, fully labelled