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As the Sr. Creative Project Manager + Product Manager for the Amira mobile game project, I ensured it was successfully developed and launched. I worked with a talented team of 20 professionals, including developers, designers, educators, and data analysts. We've got a $2 million budget spread over two years. My role involved managing resources, tracking milestones, and ensuring everyone had the tools and support to do their best work. By fostering a collaborative environment, I helped the team create an engaging educational platform that meets the high quality and user engagement standards we've set for Amira.

Amira
Learning

Amira accelerates reading mastery by recommending appropriately challenging stories, listening as a student reads aloud, and intervening when helpful. Amira was built in partnership with top institutions including Carnegie Mellon, Johns Hopkins, and The UT-Health Science Center at Houston.

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Problem Statement:

In today's digital age, kids spend a lot of time on mobile devices. However, finding educational mobile games that are fun and effective for young learners can be tough. Many educational games are too simple or don't hold kids' attention, leading to less-than-ideal learning outcomes. There's a real need for a mobile learning game that mixes educational content with interactive and entertaining gameplay to spark a love for learning in kids.

Solution Statement:

Introducing Amira, a mobile learning game designed for kids that combines fun with education. Amira employs various interactive features, such as puzzles, quizzes, and storytelling elements, to engage young minds and promote learning across multiple subjects like math, reading, and science. The game adapts to the individual learning pace and style of each child, ensuring a personalized educational experience that keeps them motivated and challenged.

Research shows that Amira accelerates reading growth as much or more than hiring a certified human tutor.

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Key description of the project

This project involves defining the key student experience changes needed to make Amira a success as a parent-purchased subscription. Areas of design focus include the
nature of the Amira Avatar, the degree of gamification, the balance of oral reading versus other activities, and overall engagement/user experience.

Target Audience:

a.) The need to make Amira dramatically more engaging, with
b.) The goal of shipping in the early fall and attaining an MVP by EOY, with
c.) A constrained set of development resources, with
d.) The advantages and disadvantages inherent in having a working platform.

Design Process

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Defining the characters

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Tracking The Team's Progress

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Moble + User Flow

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