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    <title>DEV Community: Rahul Devaskar</title>
    <description>The latest articles on DEV Community by Rahul Devaskar (@apostopher).</description>
    <link>https://dev.to/apostopher</link>
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      <title>DEV Community: Rahul Devaskar</title>
      <link>https://dev.to/apostopher</link>
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    <item>
      <title>I built a quiz app with my 8-year-old to fix homework — and accidentally a family ritual</title>
      <dc:creator>Rahul Devaskar</dc:creator>
      <pubDate>Thu, 14 May 2026 10:02:32 +0000</pubDate>
      <link>https://dev.to/apostopher/i-built-a-quiz-app-with-my-8-year-old-to-fix-homework-and-accidentally-a-family-ritual-1c1b</link>
      <guid>https://dev.to/apostopher/i-built-a-quiz-app-with-my-8-year-old-to-fix-homework-and-accidentally-a-family-ritual-1c1b</guid>
      <description>&lt;h2&gt;
  
  
  The homework problem
&lt;/h2&gt;

&lt;p&gt;It started in December 2025.&lt;/p&gt;

&lt;p&gt;My son was about to start Year 3, and Year 3 in Australia means &lt;strong&gt;NAPLAN&lt;/strong&gt; — the standardised test that suddenly turns "reading at bedtime" into "structured practice." I had a stack of worksheets, a pile of flashcards, and a kid who had zero interest in any of it.&lt;/p&gt;

&lt;p&gt;The problem wasn't that he couldn't do the questions. He could. The problem was that &lt;em&gt;being asked&lt;/em&gt; the questions felt like a chore. The format was the friction. A worksheet says: &lt;em&gt;here is work&lt;/em&gt;. A timer on a phone says: &lt;em&gt;here is a game&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;So one evening I sat down with him and we made a deal: I'll build a thing that turns your homework into a quiz game, and you tell me what makes it fun.&lt;/p&gt;

&lt;p&gt;That deal is what eventually became &lt;a href="https://quizzy.earth" rel="noopener noreferrer"&gt;quizzy.earth&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  What an 8-year-old taught me about UX
&lt;/h2&gt;

&lt;p&gt;Here is the thing nobody tells you about designing for kids: &lt;strong&gt;they have zero patience for your onboarding flow.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;I tried existing tools first. They all had the same shape:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Sign up&lt;/li&gt;
&lt;li&gt;Verify your email&lt;/li&gt;
&lt;li&gt;Create an account name&lt;/li&gt;
&lt;li&gt;Click through a tutorial&lt;/li&gt;
&lt;li&gt;
&lt;em&gt;Now&lt;/em&gt; you can make a question&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;By step 2 my son had wandered off to find his ipad.&lt;/p&gt;

&lt;p&gt;He wasn't being difficult. He was telling me something true that adults have learned to tolerate: most software treats &lt;em&gt;the act of starting&lt;/em&gt; as a tax you pay before the fun begins. For a kid, there is no "before the fun begins." There is just fun, or there isn't.&lt;/p&gt;

&lt;p&gt;So the first rule wrote itself: &lt;strong&gt;no sign ups.&lt;/strong&gt; Open the page, type a question, press play. If a Year 3 kid can't make a quiz in under a minute, the product has failed.&lt;/p&gt;

&lt;p&gt;The second rule came from watching him try to type. He could read fluently, but typing a multiple-choice question with four options and marking the right one is a lot of fiddly UI. Every dropdown, every modal, every "are you sure?" was a place he would stall. So we ripped them all out. One screen. One question at a time. Big buttons. The kind of UI where you don't have to read the labels to know what to press.&lt;/p&gt;

&lt;p&gt;The third rule was the hardest, and I didn't see it until later.&lt;/p&gt;

&lt;h2&gt;
  
  
  "Can we play the toy quiz again?"
&lt;/h2&gt;

&lt;p&gt;Once the prototype worked for homework, something unexpected happened.&lt;/p&gt;

&lt;p&gt;We had family over for dinner. My son — who two weeks earlier hated structured anything — opened the laptop and announced he was going to host a quiz about his soft toys. He'd made it that afternoon. Without telling me.&lt;/p&gt;

&lt;p&gt;The first question was &lt;em&gt;"What is the name of the brown and white teddy?"&lt;/em&gt; — and four adults around a dinner table started arguing about a teddy bear's name like it was trivia night at the pub.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F9f1bnisa06qpt4lrwsqd.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F9f1bnisa06qpt4lrwsqd.png" alt="The brown and white teddy question, as it appeared on screen during the dinner table quiz" width="800" height="466"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;That was the moment I realised the thing I'd built wasn't a homework tool. It was a tool for &lt;strong&gt;shared attention&lt;/strong&gt;. Homework was just the excuse.&lt;/p&gt;

&lt;p&gt;The problem it actually solved had nothing to do with NAPLAN. It was: &lt;em&gt;how do you get a group of people — kids and adults, different ages, different attention spans — to look at the same thing and laugh together for ten minutes?&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Most "family games" require somebody to read instructions out loud, deal cards, keep score, and referee disputes. By the time you've set it up, the four-year-old has lost interest. A quiz on a screen, hosted by a kid, sidesteps all of that. The kid is in charge. The adults are players. The screen does the scoring. The friction is gone.&lt;/p&gt;

&lt;h2&gt;
  
  
  The grandparents problem
&lt;/h2&gt;

&lt;p&gt;The next wedge came from a phone call.&lt;/p&gt;

&lt;p&gt;My parents — the grandparents — had been hearing about the dinner quizzes. They wanted to play. But they live overseas, and the "everyone in the same room" format obviously doesn't work over a video call with lag and three time zones.&lt;/p&gt;

&lt;p&gt;What they wanted was something different: &lt;strong&gt;a quiz they could play alone, at their own pace, when they had a quiet moment.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This was a real shift. The original product was synchronous — one host, many players, one room. What they were asking for was asynchronous — make a quiz, send a link, the other person plays whenever, you see how they did later.&lt;/p&gt;

&lt;p&gt;And the delivery channel wasn't an app. It wasn't email. It was WhatsApp. Because that's where the family already was.&lt;/p&gt;

&lt;p&gt;This is the part I keep coming back to when I think about building things: &lt;strong&gt;users don't show up where you want them to show up.&lt;/strong&gt; You go to them. The grandparents weren't going to download an app, create an account, or learn a new interface. They were going to tap a link in WhatsApp and play. If you can't meet them there, you don't have a product for them.&lt;/p&gt;

&lt;p&gt;So we built that mode too. Same engine, different shape: make a quiz, get a shareable link, send it through whichever group chat your family lives in, and the recipient plays solo. The host gets to see the results. No accounts. No friction.&lt;/p&gt;

&lt;h2&gt;
  
  
  The thread
&lt;/h2&gt;

&lt;p&gt;If I zoom out, every version of the product has been solving the same underlying problem in different clothes:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Homework:&lt;/strong&gt; how do I get a kid to engage with content that feels like work?&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Dinner table:&lt;/strong&gt; how do I get a mixed-age group to share attention for ten minutes?&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Grandparents over WhatsApp:&lt;/strong&gt; how do I share a small moment of play with someone who isn't in the room?&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The answer in all three cases turned out to be the same: &lt;strong&gt;strip the friction until the activity itself is the only thing left.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;No accounts. No tutorials. No app store. No "set up your profile." Just: here is a question, here are the answers, press the one you think is right.&lt;/p&gt;

&lt;p&gt;It sounds obvious written down. It was not obvious while I was building it. Every time I added a feature, my son would find a way to get stuck on it, and I'd take it back out. He was, without knowing it, the most ruthless product reviewer I've ever worked with.&lt;/p&gt;

&lt;h2&gt;
  
  
  What I'd tell someone starting a side project
&lt;/h2&gt;

&lt;p&gt;Three things, in order of how badly I wish I'd known them earlier:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;1. Find a user who can't be polite to you.&lt;/strong&gt; Adults will tell you your product is "interesting" and never open it again. An eight-year-old will tell you it's boring and walk away mid-sentence. The second kind of feedback is worth ten times more.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;2. The problem you start with is not the problem you end up solving.&lt;/strong&gt; I started with homework. I ended up with a thing my parents use to send their grandkids quizzes from the other side of the world. The interesting product was hiding inside the obvious one.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3. Friction is the feature.&lt;/strong&gt; Or rather, the &lt;em&gt;absence&lt;/em&gt; of it is. Every screen you remove, every account step you delete, every "are you sure?" you cut — those aren't simplifications. Those are the product.&lt;/p&gt;




&lt;p&gt;If you want to try it, it's at &lt;strong&gt;&lt;a href="https://quizzy.earth" rel="noopener noreferrer"&gt;quizzy.earth&lt;/a&gt;&lt;/strong&gt;. No sign up. Make a quiz in a minute. Send it to whoever you want to laugh with.&lt;/p&gt;

&lt;p&gt;And if you have a kid in Year 3 staring down a stack of worksheets — open it, hand them the keyboard, and see what they make. They'll surprise you.&lt;/p&gt;

</description>
      <category>sideprojects</category>
      <category>webdev</category>
      <category>ux</category>
      <category>react</category>
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