Primary visual reference: Duolingo — bold, friendly, character-driven, gamified but accessible. Not a copy; a north star.

Overall design language

The two-register approach

The Coach has two distinct visual registers that work as a system:

The Shell — the Coach UI, onboarding, session framing, avatar moments, and transitions. Warm, calm, and human. It feels like a trusted person, not a product. It makes Deb feel safe and Alyssa feel like she hasn't walked into a classroom.

The Modules — each of the three modules has its own distinct visual personality that lives inside the shell. Stepping into a module feels like entering a different space. This gives the numeracy game the boldness it needs without making the whole app feel like a game.

The shell wraps the modules. The transition between them should feel intentional — a brief moment of the Coach's face and voice before and after each session.

Shared design principles

  • Rounded, not sharp. All UI elements use generous border radii. Sharp corners read as clinical or corporate.
  • Generous white space. Screens are never crowded. Low-literacy users need breathing room — one primary action per screen wherever possible.
  • Large, readable type. Body text at a minimum 18px on mobile. Typography prioritises legibility over personality.
  • Real people, not illustrations. Where photography or avatar imagery is used, it shows real (or photorealistic) people from the target communities.
  • Motion is purposeful, not decorative. Subtle transitions and micro-animations signal progress and reward effort. Nothing flashes or loops without reason.

Colour system

Base palette — shared across the whole product:

RoleDirection
BackgroundWarm off-white — not pure white. Slightly cream-tinted to reduce eye strain.
SurfaceSoft warm grey for cards and containers. Never cold.
Text (primary)Dark charcoal — not black. Reduces harshness on warm backgrounds.
Text (secondary)Mid warm grey — for supporting text, labels, timestamps.
Coach UI accentA single warm primary colour for Coach interface elements. Suggested: deep warm teal or grounded amber. Finalise in design.

Module accents:

ModuleAccent directionRationale
NumeracyVivid, energetic — electric blue or bright coralThe game needs to feel alive and fast. High energy is appropriate here.
ReadingCalm, considered — soft sage green or warm indigoReading is a quieter, more intimate activity. The colour should feel like a comfortable chair.
WritingWarm and encouraging — golden amber or terracottaWriting is personal and a little vulnerable. The colour should feel like warmth and sunlight, not pressure.

Typography

  • Heading typeface: A rounded, friendly sans-serif with strong legibility. Reference: Nunito, Poppins, or similar.
  • Body typeface: Same family, regular weight, generous line height (1.6–1.8). Always left-align — never justify.
  • Coach dialogue: Slightly larger than standard body text, with extra line spacing. This text is being read and heard simultaneously.
  • No italics in Coach dialogue or instructions. Italics are harder to read for low-literacy users.

Numeracy module — Bold and alive

Reference: Duolingo's game screens. High energy, fast feedback, satisfying motion.

Entering the numeracy module should feel like stepping into a game — a noticeable shift from the calm Coach shell.

  • Background: Dark, rich — deep navy or near-black. Makes the bright accent colours pop.
  • Accent: Vivid electric blue or bright coral. Used for targets, scoring elements, and feedback moments.
  • Typography: Larger, bolder weights for game elements. Numbers should feel physical and satisfying to interact with.
  • Motion: Generous. Correct answers get a brief satisfying animation — rewarding, not intrusive.
  • Avatar: Appears at the start and end of the game session only — not during gameplay.
  • Tone: Energetic, fast, fun. The game doesn't talk much — it just runs.

→ Marcus's numeracy journey

Reading module — Calm and intimate

Reference: a well-designed e-reader. Space, warmth, focus.

The reading module is the most personal. The learner's voice is the central element — everything else steps back.

  • Background: Warm off-white, consistent with the shell.
  • Accent: Soft sage green or warm indigo — calm, focused, never demanding attention.
  • Typography: Passage text is large, generously spaced, left-aligned. Always the most prominent element on screen.
  • Motion: Minimal. A soft highlight under the word the Coach is following as the learner reads aloud.
  • Avatar: Present before and after the reading passage. During reading, completely absent so the text is the sole focus.
  • Tone: Quiet and supportive. The design should feel like someone leaning in gently, not watching.

→ Alyssa's reading journey

Writing module — Warm and encouraging

Reference: a warm journal or letter-writing experience. Personal, private, unhurried.

The writing module needs to feel safe — especially for Deb, who is used to her writing being a source of shame.

  • Background: A very slightly warmer off-white than the shell — almost like cream paper. Subtle, but it signals this is a personal space.
  • Accent: Golden amber or terracotta — warm, encouraging, optimistic.
  • Typography: The writing area is visually distinct — a clearly defined, warm-bordered space that reads as "your space." Not a form field. Not a test box.
  • Motion: The paper-and-photo upload flow should feel smooth and reassuring — clear steps, no alarming error states.
  • Avatar: Active during feedback delivery — this is the highest-stakes moment for Deb and others.
  • Tone: Gentle and private. The visual design reinforces that what happens here stays here.

→ Deb's writing journey

Avatar visual direction

Direction (updated 2026-04-24): The avatar interaction model uses realistic 3D video avatars with lip-synced voice audio — not static images or cartoon characters. This is a primary communication tool.

Technology

The avatar is rendered as a realistic 3D video clip produced via HeyGen or Synthesia. This is not a real-time 3D render — it is a pre-produced video asset, stitched at runtime. This keeps device and bandwidth demands manageable while delivering a high-quality, human, talking-head experience.

Placement and layout

  • Appears as a floating overlay in the bottom-right corner of the device.
  • Sits over the top of whatever content is on screen — the learner can always see the content behind it.
  • Does not take over the full screen, split the screen, or push content aside.
  • Between key moments, it is completely absent — not minimised, not reduced to a thumbnail.

Visual production principles

  • Realistic, not illustrated. Avatars must feel like real people — not cartoon coaches.
  • Diverse and representative. The pool must include Aboriginal and Torres Strait Islander characters, CALD characters, a range of ages (mid-20s through 50s), and multiple genders. Designed with, not for, the communities they represent.
  • Consistent framing. Avatars are always shown roughly shoulders-up — a natural face-to-face conversation frame.
  • Warm, neutral clothing. Nothing branded, nothing visually distracting. The face and voice are the focus.
  • Voice casting must match the visual — an Aboriginal avatar should have an Aboriginal voice artist where possible.

→ Avatar assignment model

What the visual design is not

  • Not a government website — no Commonwealth sans, no dark blue headers, no form-style layouts.
  • Not a children's app — no primary colours for their own sake, no cartoon characters, no baby fonts.
  • Not a corporate product — no stock photography of people in offices, no abstract geometric patterns.
  • Not trying to look Aboriginal — cultural motifs, dot paintings, and ochre-as-decoration are off the table unless developed in direct partnership with Aboriginal artists and communities.