In recent decades, childhood sedentary lifestyles have increased significantly due to the digitisation of leisure and the decline in daily physical activity (WHO, 2020). According to UNICEF (2021), nearly 80% of children and adolescents do not get the recommended amount of physical exercise, which impacts their physical and emotional health.
In this context, educating children about healthy habits from an early age becomes a necessity. It is not only a matter of promoting physical activity, but also of encouraging these children to adopt healthy lifestyle habits through educational resources adapted to their language, interests and cognitive abilities.
The Healthy Monsters project was created in response to this need: an educational and interactive web platform aimed at children, with the aim of teaching them the importance of exercise in a fun, clear and motivating way, providing them with a leisure alternative that is far from a sedentary lifestyle.
The aim is to develop a platform for children aged 8-10 that serves to educate them and teach them the benefits of physical exercise in a fun way
UX / UI Designer
Figma, Optimal workshop, Google Forms
September to December 2025
Research
Desk research
Surveys
Benchmarking
Definition
User persona
User jorney
User Scenario
Information architecture
User flow
Usability
Heuristic evaluation
User testing
Expert review
Desk research conclusions
Recommendation vs. Reality: The WHO recommends 60 minutes of exercise per day, but only 1 in 4 young Europeans meet this guideline.
Impact: Today's sedentary lifestyle damages cardiometabolic and mental health, while early exercise prevents serious diseases in adulthood.
Critical Habit: Lifestyle habits (diet and exercise) acquired in childhood tend to prevail throughout life.
Language and Visuals: Clear language, short texts, and the use of characters/mascots are required to facilitate identification and retention.
Interaction: The design must be simple, intuitive, and tolerant of user error.
Methodology: Application of Learning by Doing to convert information into real physical action.
Micro-challenges: Use daily challenges to motivate immediate physical movement.
Accessible Gamification: Implement game mechanics that engage children, but without the barrier to entry posed by complex account systems.
Survey conclusions
Interest and motivation are the main challenges: children need visual and dynamic stimuli to associate physical activity with play.
Screens are not the enemy, but an opportunity if used for educational and gamified purposes.
Parents and educators approve of the use of apps and websites for healthy habits, provided they are safe, brief, and attractive.
The platform can position itself as a bridge between education and entertainment, with accompanying characters, visual rewards, and clear messages.
Narrative and micro-challenges can motivate real physical movement from digital environments, helping to transform passive consumption into action.
Benchmark conclusions
Children respond better to visual stimuli and short content.
Characters strengthen emotional bonds and facilitate learning.
Formal content fails to capture children's attention.
There is a lack of digital content for children focused on healthy habits with a playful approach for the Hispanic market.
Navigation should be simple and intuitive, eliminating irrelevant elements.
This project was carried out as part of the final master's project in Interaction Design and User Experience at the Universitat Oberta de Catalunya.