Beeep

Educational Toy

Founder, Designer & Developer
Self
2018
Personal Project
Singapore
Roles
Brand Design · UI · UX · iOS Dev · Packaging · Product design · Prototyping
Educational Toy

Beeep started as a small project for my daughter, who loved playing supermarket and scanning items. Since I couldn’t find anything that captured that experience, I designed and built it myself.

The idea was to make language learning feel like a natural part of play rather than a lesson. Children can explore products, scan items and interact with the supermarket while gradually picking up words along the way.

I designed and developed the app, brand and physical QR cards as a small educational toy that works across multiple languages and can be played with or without the cards.

Start with the play

The product started with a child's behaviour, not a learning goal. Scanning was already fun, so I built the learning around it.

The Beeep logo beside three phones showing the scanner, the settings and a scanned banana priced at two dollars
The onboarding screens explaining how to Beeep, playing without cards and changing the language

Set up once, then play

The parent handles the setup once. After that, the child can play without having to read instructions or navigate a menu.

Turn the phone into a toy

The cards add a physical layer without adding hardware. Print a few at home and the phone becomes part of the game.

Printable fruit cards with QR codes, beside the icon set drawn for the products
Beeep play money in six colourful denominations from one to fifty dollars

Hide learning in the game

Counting is part of buying something, not an exercise added on top. The game creates a reason to use the numbers.

Same game, different language

Language changes the content, not the play. One interaction model can become a different vocabulary experience without changing the game itself.

The language setting, with English, German and Chinese to choose from
The setting that turns QR scanning off so the app beeps from the proximity sensor alone

Don't make the accessory the product

The cards add structure, but the game shouldn't depend on them. The proximity mode keeps the core interaction alive when there is nothing to scan.

Keep the toy open-ended

A physical toy shouldn't depend on buying or replacing its pieces. Printable cards make it easy to create more and start again.

The download screen offering the printable card PDF
A scanned banana, showing the word and the price of two dollars

Make learning incidental

The child doesn't need to choose a vocabulary exercise. The word is heard because it is simply part of playing with the product.

Give the learning a payoff

Buying brings the different pieces together. Choosing, recognising words, counting and paying all become part of one small story.

The checkout screen showing a total of 45 dollars and a large Pay button
App, cards, money and brand were designed as one experience. The real test was whether a child could pick it up and start playing.

Build it as one toy

Brand, app and printed cards were one small project, built to be picked up by a four year old and put down again five minutes later.

Where next

See also

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