Directions for a roomier app. New: three wild concepts that don't just repaint the screens — each one rebuilds Home and Lessons as a different world. Start with the concepts, pick a world, then compare the lettered directions below if you like.
Not new paint — new places. Each concept rethinks what the screens are: a clinic you stand in, a country you cross, a book you read with Mara. Each shows Home + Lessons.
The app is a place — Home is Mara's clinic room: your week hangs on the wall calendar, lessons live on the shelf, and your next lesson is the door with the light on. Lessons are the hallway of doors beyond.
Step inside H →The app is a trip — Home is a winding map across a whole country: Vital Valley, Infection Coast, Fever Falls. You're the glowing pin, Mara walks with you, and the Boards are the finish line at the top.
Open the map I →The app is a book Mara reads with you — chapters instead of lists, a ribbon bookmark where you stopped, the week as a contents ribbon, and lessons that open like real pages, drop cap and all.
Open the book J →No boxes, open and alive — built from your feedback. No bordered cards, no cage: screens open on Mara's clinic scene, lessons become a winding path instead of rows, and everything floats on soft color with room to breathe.
View sample D →D grown into a storybook garden — the path becomes the whole app, Mara waits at the stops, and an illustrated grove opens Year 2. A walk, not a dashboard.
View sample E →D at its quietest — mostly soft white air, the gentlest colors, the widest spacing of the set, and big quiet type doing the work. Breathing room for tired eyes.
View sample F →D with game energy — bold color blocks, chunky springy buttons, a bigger Mara, and progress shown as lit-up stars. Playful and loud, still no boxes — just color.
View sample G →Maximum breathing room — bigger text, tall line spacing, one idea per card, soft shadows. The calm textbook feel.
View sample A →Reading-first — clear heading hierarchy, lessons chunked into sections, your progress always in sight. The guided study feel.
View sample B →Chunky and confident — oversized cards and buttons, strong color blocks, fewer things per screen. The arcade-friendly feel.
View sample C →Samples only — your real app is untouched.