Daddy & Me —
Closed-loop tablet and phone for long-distance dads
Platform
Mobile & Tablet
Category
Consumer Apps
Industry
Family & Wellbeing
Country
Completed

— Shipped
Designed both halves of a two-device product — a docked tablet for the child, a mobile app for the dad — and one design system built for both screens at once.
Product
Mobile & Tablet
My Role
Lead Product Designer — sole designer on the engagement
Collaborators
1 Product Designer, 1 Founder & 2 Investors
Timeline
Q2 2026 — Q3 2026
Scope
Product Strategy, UX & UI Design, Illustration Direction, Gamification, Prototyping, Design System
Organization Size
Early-stage startup
Goals
Designing presence, not another messaging app
The founder arrived with a concept document and no screens: a tablet that stays docked in the child’s room and a phone app for the dad, built as a closed system — no internet, no external contacts, one relationship per device. The hard part was never the feature list. It was that the child has to want to open it, unprompted, on a day when nothing has happened — and be able to use it with no adult in the room.
Project Goal
Give a separated father and his child a shared place that holds the relationship between calls — usable by a four-year-old alone, and honest about how his child feels.
Main OKRs
Make the child experience operable without reading or typing, so a four-year-old can use the tablet without an adult present.
Turn emotional check-ins into a daily ritual, by making them a single gesture that asks nothing back.
Give calls a reason to keep going, with structured activities built into the call itself rather than offered beside it.
Keep engagement tied to the father, not the app, so every reward traces back to a real exchange between them.
Ship one component library across a landscape tablet and a phone, so both apps stay recognisably one product as the team builds.
Research
Five hard questions, written down before I started
There were no users to observe yet — the product didn’t exist. The founder’s brief defined five design challenges: keeping actions simple, acknowledging feelings naturally, engaging without creating dependence, easing calls, and building routines without pressure. I used that brief and its references — Tamagotchi and Animal Crossing — to explore companionship, play, and routine. Every design decision for Daddy & Me traces back to those five questions, rather than to user research I hadn’t conducted.
User Challenges
The child can’t be taught the interface, because there is no onboarding a four-year-old will sit through and no copy they can reliably read.
Acknowledging a feeling can easily slide into analysing it, because any follow-up question turns a child’s answer into a form they’re filling in.
Engagement mechanics risk competing with the person they exist to serve, because a streak or a login reward makes the app the thing worth returning to.
A call with nothing in it collapses into the loop the product exists to fix, because “how was your day?” is what happens when neither side has a reason to keep going.
Impact
Two apps that behave like one relationship
The engagement delivered both platforms end to end — the child’s clubhouse, check-ins, gifts, chats and calls; the dad’s dashboard, insights, messaging, scheduling and call flows — on a shared component library, with annotated clickable prototypes for each device.
Around fifty screens across two platforms, covering four engagement states, six chat states and every call state on both devices.
Every call state designed twice — once from the tablet, once from the phone — so engineering received a matched pair rather than one screen and an inference.
Zero typed input anywhere in the child experience, with recording, tapping and drawing covering every action available.
Seven milestones delivered from visual direction through gamification, design system and annotated prototype handoff.
Summary
Typed input required of the child
Every call state designed from both devices
A note on numbers
Nothing here has been measured. The product had not been built at handoff, so there are no adoption, retention or engagement figures — and I haven’t invented any. Everything above is a count of the work itself. What I can say is what I’d watch first. Whether a child opens the tablet unprompted on a day Dad has been silent — the entire design bets the ritual survives a quiet day, and that’s the single number that would tell you whether it does.
Reflection
What designing for a four-year-old takes away from you
This was the first project where most of my usual tools were unavailable — no copy to explain a control, no onboarding, no tooltips, no research programme. What’s left is whether the thing in front of the child is recognisable on sight.
A brief that names its own hard questions is a research artifact.
The founder had already written down the five things that would be difficult. Treating that document as evidence rather than a wish list gave the project a spine, and every design decision traces back to one of the five.
Designing for small children removes your usual escape hatches.
You can’t explain a control with a label, rescue a flow with onboarding, or clarify anything with a tooltip. The interface has to be recognisable on sight, which is a far higher bar than being learnable.
An empty state is a design position, not a fallback.
Deciding Dad’s avatar never leaves the room was the biggest call on the project. The conventional answer — show nothing until something arrives — would have confirmed exactly what the child is afraid of on a quiet day.
Gamification is a loyalty question before it’s a mechanics question.
Once the brief established that the father is the reward, the mechanics resolved themselves. Every reward had to trace to a real exchange, which ruled out streaks, timers and decay without needing an argument.
Two platforms need a shared emotional vocabulary more than a shared component library.
The buttons matching mattered less than “happy” meaning the same thing, looking the same way and being one of the same four options on both devices.
I designed four engagement states and can’t tell you which one a real child triggers.
That’s the honest limit of concept-stage work. What I could do was write down what I’d watch first, so the team inherits a hypothesis to test rather than a feature to ship.
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