Erny

Expertise

Two-sided product design

Native iOS craft

Behavior systems

Kid-safe UX

AI-assisted build

Role

Designer-founder (product, iOS, web) (Solo build, AI-assisted)

A transparent family economy with rules kids can trust and parents control

Overview

The design problem was not a better chore list. It was a two-sided behavioral system: parents needed a single source of truth for rules and follow-through; kids needed visible progress, fair rewards, and a reason to come back without feeling surveilled.

Existing tools failed at the systems layer. Chore charts had no economy. To-do apps had no approvals. Reward apps often hid rules from parents or let kids game the ledger. None of them reduced the daily negotiation loop.

I designed Erny around one constraint: every economic action flows through a parent approval gate, enforced server-side. Children join through a parent-controlled token, not a kid account. Points are spendable; XP is permanent and feeds a six-domain skill map and character progression.

I built it with my daughters, Sofiia and Elli. They set reward prices, rejected preachy copy, and dogfooded the product before launch. That co-design loop became a feature: kids can propose tasks and rewards; parents approve what enters the catalog.

My role

I was the designer-founder: product direction, native iOS, web dashboard, and Supabase backend with family-scoped row-level security. I shipped with AI-assisted velocity but kept approvals, ledger integrity, and typed contracts non-negotiable.

The challenge

Family habits look like a simple list problem. They behave like a marketplace problem: two audiences, conflicting incentives, shared state, and high cost when trust breaks.

When kids cannot see the rules, effort feels invisible and rewards feel arbitrary. When parents cannot see the ledger, they carry the entire mental load of enforcement. The product collapses into nagging.

  • Static chore charts: no economy, no approvals, no kid agency
  • Punitive trackers that optimize compliance over trust
  • Reward apps with opaque rules parents cannot audit
  • Generic to-do tools built for individuals, not two-sided family workflows

Behavioral

Two incentives, one household

Kids optimize for immediate feedback and identity. Parents optimize for fairness, consistency, and less conflict. A system that only satisfies one side fails within a week.

Product

One product, not five features

Earn, spend, streaks, skills, and co-parent sync must feel like one product. State must stay consistent across iOS, web, and shared devices.

Systems

Trust is architectural

Every transaction is a pending request until a parent approves. Child access is token-based. Family scope is enforced in the database, not on the client.

How might we turn daily family responsibilities into motivation kids choose, while keeping parents in control of every point that moves?

Strategy

I framed Erny as a transparent family economy, not a checklist. Parents define earn rules and reward rules. Kids participate through a shareable token. Every transaction follows the same path: request, approve, ledger update.

Onboarding presets compress setup to about two minutes: age-group starter tasks and rewards, first child created, dashboard live. The web layer owns the authoritative API; iOS mirrors the same contract with typed operations and strict MVVM layering so state cannot drift between surfaces.

Motivation sits on top of the economy, not instead of it. Points answer "what can I get?" XP and the skill matrix answer "who am I becoming?" The character universe gives kids emotional feedback on pending, approved, and declined states without letting them bypass parent control.

  • Brush teeth · +3 points
  • 30 min screen time · 16 points
  • Sofiia requested reward → Approve

Four core loops

Set up, Participate, Approve, and Grow gave parents and kids one predictable rhythm. Same state machine, different surfaces.

Erny is four overlapping loops on one family ledger: earn, spend, motivation, and household scope. Each loop has different triggers and progress logic, but kids and parents must share one predictable mental model.

Set up

Define the catalog

Parent defines tasks, rewards, point values, and family context. Presets reduce blank-canvas friction; custom entries handle what presets miss.

Participate

Token access, no kid login

Child completes a task or requests a reward through token access on iOS or web. No separate kid account, no account sprawl.

Approve

One tap, atomic update

Parent approves or declines in one tap. Declines stay neutral. Approvals update balances, streaks, XP, and celebrations in one atomic moment.

Grow

Spend points, keep XP

Spent points unlock rewards. Permanent XP updates the skill matrix and character. Streaks and daily surprises maintain momentum without replacing the core loop.

Principles

Four principles kept the two-sided system coherent as features grew.

Principle 01

One ledger, two languages

Parents get fintech scannability; kids get playful warmth. The lexicon stays shared: task, reward, request, approve, streak, level.

Principle 02

Trust before delight

Every point move is auditable. Celebrations fire after approval, not before. Delight never outruns the rules parents set.

Principle 03

Agency within bounds

Kids propose tasks and rewards; parents add them to the catalog. Co-creation keeps motivation authentic without giving up control.

Principle 04

Progress you keep

Points spend down; XP never resets. Even when a reward is redeemed, effort history and skill growth remain visible.

Trade-offs

Every family product trades speed, warmth, and visibility. These were the calls that shaped Erny.

Visibility

Ambient, not noisy

Streaks, widgets, and celebrations keep progress ambient, but I capped notification ambition early. Families asked for clarity in-app, not another ping channel competing with school and messaging.

Game warmth

No shame mechanics

Multipliers and surprises increase return visits, but broken streaks never trigger shame copy and bonuses never hide the underlying rules.

Platforms

iOS depth, web parity

Widget, haptics, and character motion ship on iOS first. Web covers shared tablets, the parent dashboard, and families without iPhones in the house.

Production

Speed with guardrails

AI-assisted building accelerated solo shipping, but family scope, row-level security, typed API contracts, and modular Swift packages were non-negotiable. Trust could not be vibe-coded.

Tasks & rewards

The catalog is the contract between parent and child. If kids cannot read what earns points and what points buy, the economy fails before the first approval.

Tasks and rewards share one card pattern: icon, plain-language title, point cost. Parents set values anchored to real motivation (screen time, choosing dinner, a surprise outing). Kids browse the same catalog when deciding what to work toward. Nothing auto-applies; every earn and spend waits on a parent decision.

Erny task and reward cards: choose dinner for family, 30 min screen time, and surprise from mom with point values
One card language for earn and spend. The catalog is readable by kids and auditable by parents.

Skill matrix

Points answer short-term motivation. XP answers long-term identity. Without a permanent progress layer, families revert to "what did you do today?" every morning.

The skill matrix maps approved tasks into six domains: responsibility, learning, kindness, fitness, creativity, independence. Kids see a radar snapshot of where they are growing. Parents see effort patterns without location tracking or surveillance mechanics.

Erny skill matrix radar chart showing Elli's progress across six skill domains with percentage breakdown
XP from approved tasks feeds the skill map. Levels and character evolution sit on top of the ledger.

Child home

The child home is where the loops collapse into one screen: streak and balance up top, weekly activity, skill matrix entry, tasks and rewards one tap away. Erny the character adds warmth; the numbers underneath stay honest.

On Sofiia's profile you can read the full stack at a glance: 17-day streak, 476 points, level 6 Champion, ten tasks and seven rewards ready. Economy, motivation, and identity in one place. That density is intentional: kids should never hunt for what to do next.

Erny on iPhone with Sofi profile, surrounded by the character universe on orange

Built with kids

Erny was not designed in a vacuum and tested later. Sofiia and Elli were in the loop from early prototypes: choosing avatars, rejecting nagging copy, negotiating whether 30 minutes of Roblox was worth 16 points or 20.

That feedback changed the product, not just the words. Custom task and reward proposals became a first-class loop. Onboarding explores a "try Erny together" moment: hand the phone to the child during setup so the first win is shared, not admin work.

  • Reward prices anchored to real motivation, not adult guesses
  • Celebration intensity tuned: confetti yes, patronizing praise no
  • Custom proposals shipped as product, not backlog
  • Live examples use their real names because the system was built on real use
If I wouldn't want my kid to read this over my shoulder, it doesn't ship.

Outcome

From daily battles to a system the family trusts

Erny replaced opaque demands with a shared scoreboard my own kids wanted to open. The beta validated demand beyond our household. The architecture is built to grow into templates, co-parent flows, and parent-side AI without compromising the approval gate that makes the system trustworthy.

App Store downloads

1000+

First week after launch

Locales shipped

3

English, Ukrainian, German

Platforms

iOS + Web

Native app, dashboard, child portal, widget

Setup time

~2 min

Onboarding presets to usable family system

ScopeNative iOS app · Next.js dashboard · Child web portal · Supabase backend

TeamDesigner-founder · Solo build · AI-assisted