Behind the design: Project Aqua

Building an experience that fosters creative confidence through play

Colorful promotional graphic for Project Aqua showing a creative app interface on mockups of a tablet and smartphone. The playful map interface features playful themed islands labeled with names like Coloring Coast and Superhero Rock. Surrounding the devices are an illustrated marker, paintbrush, builidng blocks, shoes, and clothing on grass-green islands against a backdrop of blue sky and azure water.

Creative confidence begins with purple monsters wearing pink sunglasses.

At Adobe, we’ve spent years designing applications for creative mastery. But with Project Aqua, we've flipped the script to nurture the next generation of creatives. Project Aqua, a free iOS app, invites kids (together with the grown-ups in their lives) to dive into a world where play sparks creativity. Each island in Aqua’s archipelago is a new adventure designed to make creativity and imagination feel magical, approachable, and just a little bit unpredictable.

Raghvi Kabra, the Experience Designer on Project Aqua, has been involved since the pitch phase. She worked with Director of Experience Design Matthew Carlson to build the early UX prototypes that helped realize the vision expressed by Venture Leads Lydia Hall and Peppe Ragusa during a 2024 incubator pitch.

Throughout the journey, Matthew Carlson has continued to serve as design advisor, guiding branding and map design and championing the simplicity at the heart of the experience. As the team grew, Jeannie Huang joined as Principal Product Manager. She’s been instrumental in adapting the editor for iPad and mobile, building onboarding and instructional moments, and adding delightful interactions.

Building Project Aqua was a one-of-a-kind design challenge. Each step was rich with insights that required reevaluating assumptions about complexity, control, and the definition of “intuitive.” We spoke with Raghvi about the experience of inventing a new system and visual language from scratch and repeatedly testing it to see what held and what broke.

What was the primary goal when you set out to design Project Aqua?

Raghvi Kabra: Kids are born with an instinct to create. Too often, that fades as they grow, as if their creativity is just “not good enough.” With Project Aqua, we set out to build more than a creative tool; we set out to build creative confidence. We wanted an environment that encouraged exploration and experimentation, and a product that felt approachable, magical, rewarding, and built confidence in ideas.

In Project Aqua, each island is its own creative activity: Fashion Island brings fashion lines to life; Superhero Rock offers inspiration for creating comics; and on 3D Dunes, flat drawings can be transformed into three-dimensional art and placed in rooms using augmented reality.

What user insights did you leverage to help inform the design solution?

Raghvi: Testing our designs early was crucial to the product development process. Kids don’t hold back and are brutally honest. From the first build, kids were playing with the app, and their parents were sharing with us what worked and what didn’t. Trying to understand the minds of 8-year-olds became hugely important.

What was the most unique aspect of the design process?

Raghvi: The most unique part of designing Aqua was learning to design without baggage. Most creative tools are designed for people who already know their purpose. With Aqua, we were designing for an audience that cares deeply about making sunglasses for monsters and adding sparkles to dresses. We found ourselves building tools that were less about efficiency and more about encouraging playful detours.

Another unique aspect was keeping our design flexible enough to allow for unexpected yet delightful use cases. Aqua was often used in completely unexpected ways: to make games out of stickers; to stack the gallery with hundreds of pieces of decor; and to draw using an eraser after spilling a paint bucket on the canvas. It was a constant reminder that creativity will always uncover new uses for familiar tools.

What was the biggest hurdle in designing this project?

Raghvi: Right from the start, we hit a few big challenges: Spectrum, Adobe's design system, is polished and works great for professional applications, but it was designed for adults, so the app kept feeling too "adult," so we struggled to make things “fun.” We quickly realized that a lot of it didn't translate. Components, spacing, and UI patterns that made complete sense to adults ended up confusing or intimidating kids.

Three device mockups displaying the Project Aqua user interface. A tablet (left) shows a childlike drawing of a pink and purple castle with green hills and a sticker panel on the left. Two smartphones display screens for saving artwork and a gallery of colorful creative projects.
Early versions of the editor and mobile onboarding using Spectrum components made the app feel too complex. Icons within panels, and interactions that assumed prior familiarity, so it didn’t feel intuitive for a young audience.

We also recognized the familiar behavior of parents handing their phones to their kids during transitional moments—on car rides, in waiting rooms, and standing in grocery lines. That meant that we needed to design a robust experience that was engaging and scaled well on smaller screens.

A mockup of a tablet screen showing a drawing interface and a document titled "Artwork 07.24.2023." The blank canvas is centered, with toolbars around it that include a brush size and color picker on the left, options for magic, trace, and color on the right, and various brush types and eraser along the bottom, alongside a tray for stickers and backgrounds.
The 1.0 version of the Project Aqua editor. We exchanged icons for illustrations in the bottom toolbar.

Incorporating generative AI was especially tricky. We didn't want anyone to feel like the generative tools were there to make "better versions" of art. Instead, we incorporated AI as a playful collaborator, something that could spark ideas and encourage exploration without taking over creative ownership.

A mockup of a tablet screen showing a creative app interface and a document titled "Drawing of a princess in a garden Aug 14, 2024." On the right is a colorful childlike drawing of a princess in a garden with flowers, butterflies, and a stuffed bunny. On the left are theme options like Outer space, Magical forest, and Unicorn party, plus style choices such as Painting and Cartoon, and a button labeled "Create magic!"
Generative AI in Project Aqua initially had just a few themes and styles along with a space to input details from the drawing.

How did the solution improve the in-product experience?

Raghvi: Our core pillars for solving all the hurdles in the design process were simplicity, delight, and just enough guidance to offer support without dictating outcomes.

Building a hybrid design system for kids

Raghvi: Instead of using Spectrum out of the box, we adapted it to work for kids. We kept the clarity and polish of the system by integrating the iconography while layering in larger touch targets, brighter calls to action, and more playful interactions. It led to a UI that still feels like a part of the Adobe family while also clicking with kids. Experience Designer Emma Gustafson, with her eagle eye and keen sense of system design, helped us out during this phase.

Three tablet mockups showing the evolution of Project Aqua's user interface over time. The tablet on the left (November 2024) displays a blank canvas with a stylized brush set and sticker tools. The tablet in the center(January 2025) shows a similar blank canvas with a grid background, the same brush set, and a color palette on the right. The tablet on the right (August 2025), with a phone mockup alongside it, has a simple line art illustration with a less stylized brush set along the bottom and a color palette on the right.
The journey of simplification of the editor. Initially, the canvas felt small, and the toolbar was overwhelming. Over time, we simplified the editor by introducing an open color palette, reducing the number of tools, and increasing the canvas size.

What does home look like?

Raghvi: When grids of artwork and buttons on the screen didn’t get a good response, we took a fresh “non-adult” approach to the UI. We rebuilt the core navigation as a map with islands and a “choose your own adventure” entry point to turning browsing into exploration so kids could discover activities at their own pace rather than being forced down a singular path.

A creative app interface on tablet mockup with a colorful map of themed islands labeled with names like Coloring Coast and Superhero Rock and thumbnails of vibrant artwork including flowers, shoes, and characters. Above the tablet are three smaller map previews with doodles of fantasy cityscapes.
We experimented with multiple styles for the islands. Some felt cluttered, some too empty. Finding a balance that worked took a few tries.

AI as a sidekick, not an improver

Raghvi: In Aqua, kids always lead with their own ideas. AI only steps in as a playful partner that helps bring their art to life in different, yet familiar, mediums like clay, wood, paper, pixels, yarn, and other fun filters. It amplifies creativity without taking ownership away.

A mockup of a tablet with a user interface showing two vibrant, stylized fish illustrations with neon-like colors and detailed scales. Below them is a row of style options that includes Cartoon, Paper, Clay, Neon, Paint, Pixel, Yarn, and Techno, all showing thumbnail images of sailboats in those particular styles
AI filters (aka “magic”) powered by Adobe Firefly to explore new textures and styles, turning a sketch into something unexpected: Claymation scenes, origami worlds, and unexpected creations.

Balancing learning with fun

Raghvi: To encourage exploration, we added child-safe templates and art from the masters that kids could trace over to learn drawing basics. With those inclusions and a sharp focus on simplicity, Aqua became a kid-first creative playground—rich enough to keep kids engaged, supported, and proud of what they’d made, while giving parents something to share.

Four device screens showing the progression of a gallery design app. From left: The first (December 2024) displays an empty wall with layout options. The second (January 2025) shows colorful frames on a grid background with a color palette along the bottom. The third (March 2025) is a plain gallery space with framed artwork on the wall. The fourth set (August 2025), with a phone mockup alongside it, is of decorated gallery scene with paintings, chandeliers, people looking at the artwork, and customization tools for wall color and frame styles.
The galleries evolved from a few frames on the wall to a complete space for kids to showcase their art. We added ways for kids to customize the space by decorating their galleries, painting the walls, choosing background music, and inviting friends and family to visit.

What did you learn from this design process?

Raghvi: Design for kids is wildly different from design for adults. Kids care less about loaded features and aesthetic polish and more about what constitutes fun. They’re also incredibly quick to find it (much quicker than most adults, sadly). And that’s where we had to meet them. A functional, pixel-perfect app wasn’t enough; it had to lead with fun.

Testing, testing, testing. We said it earlier, but it’s worth repeating because testing early and testing often is how we arrived here. Yes, as a designer, showing early prototypes can be fraught with uncertainty, but without that early testing, we couldn’t have designed and launched Project Aqua in less than a year. Today, more than 2,000 kids and their parents are using the beta version of the app and regularly returning for more of that Aqua magic—whether it's drawing a superhero, tracing a masterpiece, or decorating a gallery.

What’s next for Project Aqua?

Raghvi: This is just the beginning. Our vision is for Project Aqua to be the first touchpoint for kids to start building creative muscle. Our north star is to keep Aqua a space where kids feel brave enough to try, fail, and try again.... because that’s at the heart of becoming a true creative.

A collage of children using tablets with Project Aqua installed to create and view digital artwork. The screens show colorful creative interfaces, including drawing tools and design previews. In the foreground is an illustration of island of art supplies alongside a dock, a boat, and a buoy floating in the water.
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