Dual-Mode Bible Study App for Homeschool Families

Kids + Parent
Product Modes
iOS + Android
Platforms
Shipped
Status
Designed and built Faith Interactive, a native Bible-study homeschool app with two distinct experiences in one product: a playful, gamified mode for kids and a planning-and-tracking mode for parents. Owned the full arc — product strategy, UX architecture, a custom illustration and character system, a gamified progress engine, and a complete design system — then shipped to both the App Store and Google Play.
The Challenge
Homeschool Bible-study apps face a structural design problem: the kid using the app and the parent administering it want fundamentally different things from the same product. Kids need delight, momentum, and a reason to come back tomorrow. Parents need to plan curriculum, see what their child actually completed, and trust that the content is sound. Most apps in this space pick one audience and bolt the other on as an afterthought.
Faith Interactive needed both modes to feel first-class — without two separate apps to maintain, and without the parent tooling making the kids' experience feel like homework software.
What I Delivered
- Complete dual-mode native app (iOS and Android) with a shared design system
- Product strategy and information architecture separating the kid surface from the parent surface while keeping them in one app
- Custom illustration and character system — the visual identity that carries the kid-facing experience
- Gamified progress engine: streaks, milestones, and reward states that drive daily return without feeling manipulative
- Parent mode: curriculum planning, progress visibility, and per-child tracking
- Full design system — color, typography, component library, and motion guidelines spanning both modes
- App Store and Google Play submission assets and marketing screens




The AI Workflow
Built both modes from a single shared design system codified up front — color, typography, components, and motion captured as token files that kept the kid and parent surfaces consistent while letting each feel distinct. Used Claude Code to generate and iterate the component library and screen flows against that system, so a two-sided product could be built and maintained as one codebase rather than two apps.
The illustration and character system was developed as a reusable set rather than one-off art, giving the kid-facing experience a coherent visual identity across every screen and reward state.