Daddy & Me —

Closed-loop tablet and phone for long-distance dads

Impact

A room, not an app — presence a four-year-old can operate

Platform

Mobile & Tablet

Category

Consumer Apps

Industry

Family & Wellbeing

Country

United Arab Emirates flagUnited Arab Emirates

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.

Final Design

A room, not a home screen

The child’s home is a rendered living room where every affordance is an object: a gift sends a present, an envelope holds messages, the easel opens drawing. No buttons, nothing to read.

Removed the menu entirely by making every action a physical object a four-year-old already recognises.

Put Dad’s avatar permanently in the room, so the screen is never empty on a day he hasn’t sent anything.

Built the ceiling in deliberately — the room has finite surfaces, so a new feature has to earn a physical place rather than accumulate in a menu.

Final Design

A room, not a home screen

The child’s home is a rendered living room where every affordance is an object: a gift sends a present, an envelope holds messages, the easel opens drawing. No buttons, nothing to read.

Removed the menu entirely by making every action a physical object a four-year-old already recognises.

Put Dad’s avatar permanently in the room, so the screen is never empty on a day he hasn’t sent anything.

Built the ceiling in deliberately — the room has finite surfaces, so a new feature has to earn a physical place rather than accumulate in a menu.

Final Design

One tap, and nothing asked back

Check-ins give the child four faces and a single line in return: thanks for telling me, Dad will see this. No scale, no second question, no journaling — the restraint is the design.

Reduced the check-in to a single gesture, which is the only shape of interaction a small child repeats daily without prompting.

Closed the loop immediately by confirming the feeling reached Dad, rather than leaving the child to wonder whether it had.

Designed the coarse signal on purpose — four emotions carry little alone, so the Dad app reads them as a weekly pattern instead.

Final Design

One tap, and nothing asked back

Check-ins give the child four faces and a single line in return: thanks for telling me, Dad will see this. No scale, no second question, no journaling — the restraint is the design.

Reduced the check-in to a single gesture, which is the only shape of interaction a small child repeats daily without prompting.

Closed the loop immediately by confirming the feeling reached Dad, rather than leaving the child to wonder whether it had.

Designed the coarse signal on purpose — four emotions carry little alone, so the Dad app reads them as a weekly pattern instead.

Final Design

Reading the week, not the day

The Dad app leads with a proportional breakdown of a whole week before any single day appears. A daily chart invites him to react to Tuesday; proportion invites him to notice a shift.

Led with the pattern rather than the incident, so one sad check-in doesn’t become a phone call the child didn’t ask for.

Kept the single-day detail available underneath, because an acute bad day is exactly when a father should be able to look closer.

Put the next call and the latest message on the same screen, so the dashboard answers “how is she, and when do I see her” in one glance.

Final Design

Reading the week, not the day

The Dad app leads with a proportional breakdown of a whole week before any single day appears. A daily chart invites him to react to Tuesday; proportion invites him to notice a shift.

Led with the pattern rather than the incident, so one sad check-in doesn’t become a phone call the child didn’t ask for.

Kept the single-day detail available underneath, because an acute bad day is exactly when a father should be able to look closer.

Put the next call and the latest message on the same screen, so the dashboard answers “how is she, and when do I see her” in one glance.

Final Design

Calls that arrive with something to do

Drawing and Animal Guesser live inside the connected-call screen as modes. The call is the container; the game keeps it open. Every state was designed twice, tablet and phone.

Made the activity the reason the call continues, instead of a destination that competes with it.

Gave the child a way to ask, with call requests running from the tablet in urgent and normal flavours.

Scoped the modes deliberately — three built and the pattern specified, rather than ten designed and none resolved.

Final Design

Calls that arrive with something to do

Drawing and Animal Guesser live inside the connected-call screen as modes. The call is the container; the game keeps it open. Every state was designed twice, tablet and phone.

Made the activity the reason the call continues, instead of a destination that competes with it.

Gave the child a way to ask, with call requests running from the tablet in urgent and normal flavours.

Scoped the modes deliberately — three built and the pattern specified, rather than ten designed and none resolved.

Final Design

Hearts you can only earn from Dad

Heart Energy is earned from acts of contact and nothing else — a message, a present, a check-in, a call — and never on a timer. The father is the reward, not the system.

Tied every reward to a real exchange, so the child is tracking Dad’s behaviour rather than the app’s schedule.

Carried engagement in the child’s avatar, where the room and Dad stay identical across all four states and only the child’s posture changes.

Accepted the honest cost — engagement drops when Dad goes quiet, which is true to the relationship rather than flattering to the metrics.

Final Design

Hearts you can only earn from Dad

Heart Energy is earned from acts of contact and nothing else — a message, a present, a check-in, a call — and never on a timer. The father is the reward, not the system.

Tied every reward to a real exchange, so the child is tracking Dad’s behaviour rather than the app’s schedule.

Carried engagement in the child’s avatar, where the room and Dad stay identical across all four states and only the child’s posture changes.

Accepted the honest cost — engagement drops when Dad goes quiet, which is true to the relationship rather than flattering to the metrics.

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

0

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.

Next ›