Путь к ЕГЭ — a mobile app for Russian exam prep
Designed a mobile app for EGE (Path to the EGE — Russia's unified state exam) Russian-language prep from scratch: turned the client's scattered ideas into a screen-by-screen map, used it to design every scenario and the interface for both platforms, and checked the implementation against the designs at every development stage. Published on Google Play and RuStore; 1,000+ installs on RuStore.
Context and task
«Путь к ЕГЭ» is a mobile app for EGE Russian-language exam prep. It's built around video breakdowns and cheat sheets from the course author, a tutor with long-standing experience. The app organizes them into a clear structure and adds knowledge checks and a game mode.
The audience is students preparing for the exam. Both the students themselves and their parents, teachers, and tutors install it.
The client came to the YŪGA VISION studio with a brief to "build an app" and a set of ideas: video lessons, quizzes, downloadable cheat sheets, a concept of four themed "worlds," and a wish to add a mode where users compete on knowledge. Some video content was already recorded. There was no finished spec — the product structure had to be built from scratch.
My role
The sole designer on the project: responsible for both the interface and the product logic of the app. The team was four people: me, a backend developer, and two frontend developers I worked with closely. Managers handled the organizational side — calls, notes, coordination with the client.
What I did:
- interviews with the project's founder and his assistant;
- a screen-by-screen map of the app in FigJam — it became the backbone for discussions with the dev team and the foundation for the whole design;
- user flows and UI for both platforms;
- reviewing the implementation at every development stage — checking the markup and logic against the designs.
All key decisions on flow and interface were mine, made in agreement with the client and within the team's technical constraints.
Key decisions
A product map instead of a brief.
There was no finished spec — the client described the product in words. Alongside the interviews, I captured it as a screen-by-screen map in FigJam. The manager assembled a text spec for development, while the map became the visual backbone: we used it to discuss technical decisions with the developers, and the rest of the design grew out of it.
The "worlds → lessons → check" structure.
I organized the content into four themed worlds — rules, text, punctuation, spelling. Inside each world are lessons, and each lesson has three ways to work with a topic: a video breakdown, a cheat sheet, and a quiz. The order isn't forced: you can jump straight into the quiz, then brush up on theory with the cheat sheet and video, and retest. Progress is tracked per world overall. This removed the "watch everything first, then get tested" linearity and let users choose their own route.
Built the app's design system.
For the cross-platform UI, I set up a single system: color tokens with defined purposes (accent, backgrounds, answer states, text, button gradients), typography, and a component library — inputs, buttons, cards, progress bars and rings, avatars. Thanks to it, the app looked the same on iOS and Android, and developers didn't have to build two separate interface versions under time pressure — the team could focus on polishing the features of a single interface for both platforms.
Duels: adapted a proven mechanic instead of inventing one from scratch.
The client wanted "users to compete" but without a clear vision. I used a familiar quiz-duel mechanic as a reference (a well-known quiz-duel app), broke down its UX step by step, documented the user path with screenshots, and adapted it for the EGE exam: 7 questions, two answer options, tap-to-select cards, no text input. This simplified both design and development — the client approved the mode on the first proposal, and the client's team got a clear framework for writing questions. The mode is live: your opponent is a real user who queued up at the same moment. We discussed an asynchronous opponent and shelved it for later versions — per the developers, it would have needed a different implementation and more time.
27 question types — four card formats.
Together with the client, I went through the structure of the exam: of the 27 question types, 24 made it into the first version — I excluded the essay and two matching-type questions, since their mechanics would have needed a separate, complex build. I fit the rest into four card formats: a question with a text input; a question with checkboxes; a sentence with checkboxes; hideable text with checkboxes or a text input. This sharply cut the interface variations — faster to build, simpler to use; expanding the formats and bringing back the excluded types were left for later versions.
Merged sign-up and login into one screen.
Initially I split them into two separate flows. In a discussion with the backend and frontend developers, we tested a hypothesis: could a new vs. existing user be told apart with a single phone-number lookup in the database? It checked out, and I immediately redesigned the login into a single flow. Less work for the frontend team, and a more coherent path for the user.
Result
The app is published on Google Play and RuStore; 1,000+ installs on RuStore. The design is cross-platform, following both iOS and Android guidelines.
The iOS release stalled at App Store review over payment for the full version for users in Russia. I prepared a workaround using an external purchase link, which Apple had recently allowed for sanctioned regions — two extra pages on the project's website and a separate screen in the app. From there it hinged on payment processing on the client's side; by that point the project had already been handed off to the client's team.
The only metric available to me was installs. On a team with analytics, the first things I'd look at would be lesson completion within "worlds" and return visits to duels — the two mechanics the app was built around.
Reflection
Two things I'd do differently. First, the visuals for the "worlds": I generated the cards in Midjourney back in early 2024, and the compositions ended up not consistent enough with each other; today I'd bring them together more consistently with more controllable tools. Second, I designed the lessons-and-tests track last and under time pressure, with fewer iterations; it didn't get a dedicated round for usability and visual polish.
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