Power Full Kids Platform
- May 21
- 2 min read
Updated: 4 days ago
Project: Power Full Kids Platform Client: President's Choice Children's Charity Agency: Groove Jones Production / Studio: Groove Jones
Executive Creative Director / Creative Director: Karim Youssef VP of Production: Monte Masters Producer: Laura Viggy Experience Strategy: Karim Youssef Product Strategy: Karim Youssef UX/UI Design: Bip Art Direction: Laura Riondet, Bip Creative Technology: Luis Ed. Pineda Technical Director: Luis Ed. Pineda Development: Front-end: Marley Kanui, Wade Hunter, Hugo Fang / Back-end: Kugan Motion / Animation: Tiffany Sweet 3D Assets: Elliot Johnson Texture & Lighting: Chris Fisher CG Supervisor: Averi Torres Audio: Andrew Carman Account Manager: Gary Banks
Power Full Kids Platform is a digital product experience for President's Choice Children's Charity, built at the intersection of UX, interface design, and product behavior. The work needed a clear idea first, then enough craft and structure to make that idea read inside the format it was made for.

Groove Jones carried the agency and production sides of the assignment, which kept the strategic read, creative development, production decisions, and final delivery moving as one connected pipeline.
On Power Full Kids Platform, Karim Youssef's work focused on the product beneath the surface: turning food education into a product world that felt useful, warm, and easy for young audiences to enter. The craft was in the user path, interaction rhythm, and visual hierarchy that made the experience feel intuitive before it felt impressive.






The product thinking had to come before the polish. The system needed clear pathways, strong interaction logic, and a visual language that helped people understand what to do without slowing the experience down.








The result is a product experience that feels organized and intentional, built around user behavior rather than surface polish alone.









A lot of the work lives in the decisions you do not notice first: the hierarchy, the path through the experience, the timing of feedback, and the way the interface makes the idea feel easy to enter.








The media is arranged to show the product before the breakdown, so the interaction and visual system can be understood in context.








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