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Level – 5

Parent Guidance App

The same app designed twice. Two UI directions in Figma for a parenting support app covering stress management, emotional wellbeing, motherhood and child-focused activities — same product, same content, same screens. What changes is the visual language: one version follows a fixed set of rules I committed to before starting, the other is my own style with nothing to follow.

Discipline
Mobile UX
Year
2025
Tools
Figma
Brief
Self-directed

Mobile UX

Landing & plan

Both directions cover the same ground — the promise, what you actually get, the proof that it works, and the point of payment — so the comparison is purely one of visual language. Option 1 is mine: warm, pink, and built the way I would build it. Option 2 was made to a fixed brief instead, a set of rules and a prescribed design path I held myself to from the first screen, to see what the same product becomes when the visual decisions are not mine to make.

  • Two directions
  • Same screens
  • My style vs. set rules
  • Figma
  • Option 1

    My own direction, with nothing to follow. A warm, single-column page that leads on the promise, then earns it — the offer, the change it claims to make with its pricing, and the reviews that have to make that credible without reading as a sales tactic.

    • The full Option 1 landing page in one piece: the Beat Mom Burnout hero, the Imagine the difference comparison, pricing, and the customer reviews

      Full design

    • Landing screen: a pink gradient hero reading Beat Mom Burnout and Find Your Joy Again in Just 8 Weeks, over a step-by-step guide pitch with three tilted benefit notes

      Landing screen

    • Plan section headed Imagine the difference, contrasting a Now list against an In 2 months list, then guide cost, intro discount, new total and an Add to Order button

      Plan and pricing

    • Reviews section headed What Our Customers Say, with three five-star testimonials on pink cards

      Reviews

  • Option 2

    The same page again, this time to a fixed brief: a set of rules and a prescribed design path I committed to before starting, as an exercise in designing inside constraints that were not my own. Cooler and more conventional by design — the restraint is the brief, not the taste.

    • The assembled Option 2 page: limited-time offer header, an exclusive challenges block, the What's Inside course grid and a Trusted by Over 1.2M Parents testimonial, ending in a secure-payment footer

      Assembled page

    • A second screen in the same flow, headed Boost your results with these quick-add tools, offering an all-five bundle above five individually priced add-on packs with toggles

      Add-ons screen

    The assembled page, section by section

    • Top section: the limited-time subscribers-only offer, a stats card, and the Get Exclusive Challenges block with an Add Challenges button

      Top — offer

    • Middle section: a course grid headed What's Inside, with eight photo tiles covering topics from picky eating to social media use

      Middle — course grid

    • Bottom section: a Trusted by Over 1.2M Parents testimonial above the card logos and secure-payment line

      Bottom — social proof

  • Draft

    An earlier alternative idea for a similar app, drafted while testing how this kind of visual language holds up at mobile size — a lotus splash, a mood check-in and a breathing exercise.

    • Draft screens for a calm and breathing concept: a lotus splash screen, a mood check-in with suggested practices, and a breathing exercise

      Three screens