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Case Study2026Product & UX/UI Design • Ecosystem

Protea Suite

An assessment system on macOS and iPadOS, designed for those who create the tests and for the children who take them.

Role

Product Designer: research, user flow, end-to-end UX and UI; ownership of AI-assisted prototyping in Xcode

Team

Cross-functional team of 6, including 2 designers · Apple Developer Academy, The Pier Program

Client

iSchoolAfrica (South Africa)

Duration

September 2025 – May 2026

Platforms

macOS (Test Creation on Corolla) · iPadOS (Seedling)

Tool

Figma, SwiftUI, Xcode, Claris FileMaker, Jira, Confluence

01

iSchoolAfrica

iSchoolAfrica is a South African NGO that improves education through technology: it provides partner schools with iPads and trains teachers to use them in class. To keep track of how things are going (the progress of training, the use of iPads in the classroom), the organization relies on the Protea Suite, a set of apps that collect this data into a single dashboard: Corolla, managed by the Programme Managers.

The Suite already covered teacher training and the Programme Managers' work. The most important piece was missing: tracking students' progress.

Protea Suite

corolla
seedling
02

The problem

The assessments of students' skills lived on paper: filled in by pen, recorded by hand, sometimes lost entirely. And even when they survived, they weren't comparable: every school, programme and year produced results in different formats. Measuring a single student's progress between an entry and an exit test was hard; comparing schools or cohorts, impossible.

The result: Programme Managers had no solid data to answer the question that mattered most: is the programme working?

03

The solution

We designed the two halves of a single cycle.

Test Creation on Corolla (macOS). A new feature inside the dashboard PMs already use every day: they author the tests and publish them to the central database, from which they become immediately available to schools.

Seedling (iPadOS). The app students use to complete the tests, on their own and even offline: results sync as soon as the network returns and appear in Corolla, ready for analysis and reporting.

A circular flow: a test is born on a Mac in Johannesburg, completed on an iPad anywhere in South Africa, and comes back as structured data to those who need to prove the programme's impact.

Protea Suite's circular flow: tests created on Corolla (macOS) are published to the database, completed on Seedling (iPad), and the results synced back to the database, returning to Corolla.DATABASECOROLLASEEDLINGTESTPUBLISHEDRESULTSSYNCED
Corolla
Seedling
04

The process

Everything that follows was designed inside the same constraints, set by the real context of South African schools: unstable or often absent connectivity, shared iPads of different generations, and a user base aged 5 to 18 (many of them, in the poorest areas, on the first electronic device of their lives). These weren't challenges to solve once: they were the conditions of every decision.

4.1

Understandanalysis before Figma

Before designing a single screen, we analysed the existing paper tests, mapping for each exercise the type of interaction and the data it produced. That mapping became the foundation of the whole system: the question types on Corolla, the matching screens on Seedling, the data structure in the reports.

4.2

Set upthe structural decisions

Where to build Test Creation. A dedicated macOS app, or a feature inside Corolla? We chose integration: PMs already use Corolla as their operational hub, and a separate app would have fragmented their flow. Everything about the programmes had to live in one place.

Working without a network. Where there is no connection, an online test simply can't run. Instead of treating it as a limit to work around, we made it a design principle: an offline-first architecture. The test runs entirely on the device, results are saved locally and sync on their own when connectivity returns.

How Mac should a Mac app be? The macOS Human Interface Guidelines describe dense interfaces (sidebars, toolbars, multiple windows) built for power users. Ours weren't: PMs for whom the Mac is an occasional tool, not the environment they live in. The guidelines weren't wrong: they assumed a different user than ours. We kept platform consistency where it mattered and simplified where desktop conventions would have weighed on people with little familiarity: a more open, guided interface, built on a system of cards, one action at a time, a clear hierarchy. Following the guidelines without applying them blindly, reading them through the person who would actually use the product.

4.3

Buildthe experience, app by app

Inside each app, dozens of detailed choices. Two tell the story of how we worked better than the rest: one on Corolla, one on Seedling.

On Corolla: the structure of a question. Every question has three elements: an optional Paragraph (the shared context), the question, the answers. The Paragraph didn't exist in the initial design: it emerged from real use, when two PMs, translating their tests, found themselves rewriting the same introductory text for every question, or dropping it and losing the context. A structural gap visible only by putting the product in the hands of the people who use it, closed with a field that mirrors the paper format the PMs already knew.

Creating a test on Corolla

On Seedling: setting up a whole class. On a test day, a teacher would have had to configure 20-30 shared iPads alone, an unmanageable bottleneck. We flipped the problem: the students do the setup, even the youngest, even those who have never touched a screen. But making it possible for a child who can't yet read required a system of orientation that didn't depend on text.

The answer is a system of redundant visual anchors: every selectable option is identified together by a label, a unique colour and an illustrated animal. The logic is cognitive, not graphic: the youngest programmes use primary colours a 5-year-old can already name (Numeracy = red), the older ones less immediate colours; and the animal adds a channel independent of colour, essential also in case of colour vision deficiencies. In class the teacher guides by voice ("select red", "select the zebra", or the programme's name) and each student completes the setup alone, whatever their reading level.

Setting up a test on Seedling
4.4

Prototyping to decide

Twice we faced a design question that couldn't be solved on paper, nor simulated in Figma. In both cases I built the alternatives as working prototypes in Xcode, with AI assistance.

First case: Question Groups. The Paragraph had opened a structural question: how to group several questions that share the same text? Design A treated the group as a question type of its own, easier to spot, but conceptually wrong: a group is a relationship between questions, not a type. Design B kept each question single, with the option to add one linked to the Paragraph: correct, but with a nested logic, harder to discover. Tested remotely with the PMs: even with Design B they completed every action without getting stuck. With usability equal, conceptual correctness won.

Before and after: the Paragraph becomes a container that groups several questions
Before and after: the Paragraph becomes a container that groups several questions

Second case: Matching. A new question type for Seedling: connecting related items, a word to its definition, an image to its label. And an open question: drag, or tap in sequence? Drag and drop is direct and tactile; tap-to-select is simpler and, in theory, more accessible for children with little gesture experience. But the question wasn't how the interaction looks: it was how it feels, exactly where Figma is mute and a working prototype speaks.

We took them to Johannesburg, into the hands of 7-8 year olds: whole classes at Salvazione Christian School, groups of seven at Igugu Primary School in Soweto. At that age you can't ask whether an interaction is "intuitive": you can only observe where they hesitate, where they slip, when they get distracted, when they stay with the task.

The result was clear: drag and drop, the more demanding interaction in motor terms, turned out to be visibly more intuitive, fewer errors, more engagement, longer attention. Tap-to-select worked, but felt mechanical. Physical directness mattered more than structural simplicity. It became the matching interaction model, decided before writing a single line of production code.

Drag and drop
Tap-to-select
Read on Medium

from simulated to real: how AI changed my design workflow in just a few months

An in-depth reflection on how AI-driven code tools reshaped my creative approach, using the development of Seedling and Corolla for the Protea Suite as a concrete example.

05

Validation

Validation happened in the field, in Johannesburg, in March 2026: three days of testing across three very different schools.

Around 100 learners completed the tests on Seedling on their own (Salvazione Christian School, Igugu Primary School, St. Vincent School for the Deaf). Four Programme Managers created tests on Corolla without assistance, describing the flow as intuitive and immediately useful.

Behind the numbers: the PMs, working on their real content, surfaced the gap that mattered, the Paragraph, integrated and re-validated before deploy. The children followed the verbal instructions based on colours and animals without difficulty. Drag and drop won the head-to-head on the ground.

And an unplanned result: at St. Vincent School for the Deaf, students with specific communication needs completed the test independently, the visual approach held beyond the perimeter it was built for.

Deploy, in June 2026, ships a product already validated by the very users it was designed for.

Peach Bites team with iSchoolAfrica's Programme Managers · Johannesburg
St. Vincent School for the Deaf · Johannesburg
Testing with students · Seedling
Testing at St. Vincent School for the Deaf
Session with Programme Managers · iSchoolAfrica
Peach Bites team at school · Johannesburg
06

Learnings

No prototype simulates the variability of a real user. I knew it in theory; Johannesburg made me understand it in practice. Testing on the same trip with 6-year-olds, deaf students, teachers and Programme Managers taught me to observe before interpreting, and to build sessions that produce usable insight.

The more time you spend understanding the problem, the fewer iterations you waste on the solution. Mapping the paper tests avoided choices we would have had to dismantle months later: when in March the PMs translated their tests without friction, it was September's work paying off.

Planning over a year is a skill, not a calendar. My first full product cycle, in a cross-functional team with real Scrum: consistency between September's decisions and March's implementations, a roadmap adapted to the unexpected, dependencies between design and development made explicit.

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