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Case study 01 · Classeh

FahmYar

An AI-supported learning app for school students. Learning happens in missions made of short stages, and a game layer of resources and buildings is being designed on top of it.

Role
Sole product designer
Company
Classeh
Period
May 2026 – now
Status
Missions live · game layer in design
Picking a subject for today: Math or Persian
FahmYar home screen with the play button
World view with a locked area marked coming soon
Student profile

01The problem

One mission structure has to work for a pre-schooler and for a student in upper secondary, without feeling childish to the older ones.

On top of that, a game economy with many resources and buildings needs rules a student can read without a manual.

FahmYar covers school subjects, English, AI and life skills. Its two layers are at different stages: the mission-based learning experience is in the product today, while the city-building game is specified in design and planning documents and isn't complete. I keep the two apart below.

02My part

I work with the product, development and game-economy teams. What I designed and documented:

Learning experience

  • Mission and stage structure by age
  • Interaction fit by subject and age

Game system

  • Building, production and construction states
  • Resource and building logic
  • Economy tables

Content quality

  • Review areas for test content
  • Broken-question reporting

Measurement

  • Usage and drop-off definitions
  • Daily dashboard brief

Feedback and QA

  • Teacher test feedback, sorted into bugs, feature requests and onboarding gaps
  • Content matching and duplicate checks against the school calendar

Different roles

  • Needs of students, families, teachers and schools, and of each age group

Proposals

  • Parent panel
  • Certificates

Visual exploration

  • AI-assisted art direction for buildings and characters

The economy tables and simulations were prepared together with the game-economy team. The AI-assisted visual concepts are art direction, not final assets.

03Constraints

01

Different ages, different interaction

About three stages for pre-school, four to five for primary and secondary. Upper-secondary maths, physics and chemistry need deeper interaction than a quick tap.

02

An economy a child can read

Water, food, wood, stone and metal, plus houses, farms, storage, wells, mills, a market and workshops: many combinations of what can and can't happen.

03

Designing ahead of the build

The game layer was specified before it existed, so the design couldn't lean on parts of the product that weren't there yet.

04Key decisions

01

Plain words instead of a percentage

Early versions showed a productivity percentage for each building. I replaced it with named states, so a student sees why a building isn't producing and what to do next.

Before
Productivity %
After: one named state per building
ActiveManual offNo laborStorage fullNo inputUnder constructionLocked
02

Fewer concepts to learn

Every separate rule is another state to explain. I took rules out of the system rather than explaining them better.

Removed
Tool IDsTool levelsRoad dependencySeparate storages
Kept
One overall storage capacityA market to buy and sellPrerequisites from buildings, resources and city conditions
03

Count mission starts, not mission opens

Some older “mission start” events only meant the roadmap had opened. The measurement brief separates opening from starting, unique students from attempts, and a student's real grade from the grade that owns a mission.

A student's path, as the brief defines it
Learning entry
Map
Open a mission
Start the first stageCounted as a start
Reach the last stage
Complete
Opened ≠ startedStudents ≠ attemptsDrop-off only after an observation window
04

A certificate that doesn't wait for missing pages

A proposal for the MVP: the certificate shouldn't depend on a course page that doesn't exist yet. Unlocking is tied to important missions or learning paths.

Proposed path
Profile
My certificates
View, download or share
Proposal, not built
05

Sort feedback before acting on it

A teacher's test session surfaced permission, camera, sharing, discoverability and first-use problems in one report. I separated them into bugs, feature requests and onboarding gaps, so each kind of problem goes to the right owner and nothing is fixed with the wrong tool.

One report, three kinds of work
BugFeature requestOnboarding gap
Study size and method weren't formal research; this is feedback triage.

05Flows and states

A building is always in exactly one named state. These are the rules I specified for the game layer and for content quality.

Manual production order
Ready→Shortage→Locked→In progress→Complete
Building under construction
Timer and speed-upConfirm before cancellingNo idle worker: explain why
Reporting a broken question
Flag it→Skip with no score penalty→Limited per student
Five checks for test content
Short, related categoriesOne correct answerFixed narration for the youngestOptions that don't give it awayOld vs new stage versions

06Screens

FahmYar home screen
Home. One clear action: start today's missions.
Subject picker
Today's subjects. Each subject opens its own missions.
World view
World view. A locked area is marked “coming soon”.
Student profile
Profile. A new student's zero state, with a learning-style card.

07Status

The mission-based learning experience is in the product. The city-building game is a designed system that hasn't been released in full, and I don't assume which of its state rules are live in the current build.

I'm not quoting learning or engagement results. The measurement work defines how usage can be read reliably; it isn't a result in itself.

I can walk through the full spec and handoff files in an interview.

08What I learned

A metric depends on its definition. Finding that some “starts” were only roadmap opens showed me how easily a funnel overstates progress.
In a game, a short plain status does more than a number. Telling a student why a building can't produce is what lets them act.