Raven from Teen Titans Go!Burbuja from Las Chicas SuperpoderosasGati from Cartoon NetworkSteven from Steven Universe

Building the go-to destination for kids shows, games, and so much more

Informed by research and designed with kids in mind, we built Cartoon Network’s robust game and TV platform, built to accommodate audiences across 32 countries.

what we did

User Testing


The client

It’s Cartoon Network!

Cartoon Network has been an entertainment mainstay since 1992, with a prolific catalog of TV shows, series, and characters that audiences around the world know and love.We were thrilled to work with the TBS team to develop their digital product for the 32 countries they operate in.

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Powerpuff girls
the challenge

The premier destination for kids’entertainment

After the introduction of streaming, cable brands like Cartoon Network faced a significant shift in the market, with kids flocking to watch streamers and savvy digital creators. Cartoon Network has the goods, the shows, and the brand, but their products felt fragmented — with content spread across different sites and experiences.

Time for a big move

Cat toons
Cartoon Network set out to transform their digital presence and become the best online destination for kids, with a focus on new digital branded experiences based on their incredible IP.

Changing the mindset

The biggest change wasn’t building the product, it was in helping Cartoon Network rethink how to build digital products across all of their divisions: content, gaming, and ads. This meant getting everyone on board with a long-term product mindset, instead of quick fixes and shipping simple features and experiences.

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Building a partnership

To achieve this, we spent a few months working hand-in-hand with their leadership team in the UK to help create a unified product vision. We also settled on a set of KPIs to be used across teams so we could make sure to get the best results out of this massive redesign.

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People working
the strategy

How do kids use tech?

To become the best online destination for kids worldwide we needed to make sure we built a product that appealed to audiences across multiple ages and cultures. And as all parents know, kids’ preferences, interests, and abilities vary pretty dramatically.

Doing the research

Our first step was to learn as much as possible from our audience. So we stepped in, interviewed and did a lot user testing to make sure we knew exactly what to deliver for each team and market. We quickly realized that these insights were key to developing a successful product for kids.

People working
Into the minds of tweens

ToonsYounger kids prefer straight-forward interactions. This meant simpler UIs, with a very clear path forward.

Around age 8, there’s a fundamental change in the way kids understand and interact with the world, which drastically affects the way we design the product.

As kids get older they enjoy solving more complex problems, so we added some magic to the UI to surprise them and keep them engaged.

Not only is age a determining factor in design — interests, habits, and personal preference were also incredibly important.

Foster's Home for Imaginary Friends

The 7 types

Not only is age a determining factor in design — interests, habits, and personal preference were also incredibly important.

After conducting our interviews, we defined 7 user groups, each with their own way of interacting with the product:

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The parent

They want to make sure everything about the product is safe and a great experience for their kids.

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The explorer

They prefer a complex UI that allows them to get lost finding things nobody else knows about.

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The builder

These are the experts and they love to create. They spend hours customizing their character.

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The gamer

They love gaming and like playing a high-quantity of games. It doesn’t matter the genre or style, they’re down.

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The collector

They score all of the achievements, watch every bit of fan content, and all the extras.

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The bringe watcher

They are all about TV. Once they start watching an episode they’ll go through an entire season (or two) uninterrupted.

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The competitor

Always has to be the best at everything. They crave high scores and spend hours getting to the top of the rankings.

Built from the HEART

In order to reach our goal of building the go-to online destination for kids looking for games and shows — we had to test the product. This would be critical in ensuring the product was so good that kids would want to come back every day.We set up our metrics using Google’s HEART framework to measure its success.


Gauging how satisfied kids were with the product


Measuring time spent on the site and how kids interacted with the product


Counting the number of sessions kids got into


Measuring our daily active users and how often kids came back

Success Rates

Completing main tasks + seeing how many games were played

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Jake the dog from Adventure Time

Designing for 32 countries

Building a global product poses challenges: uniting stakeholders worldwide, agreeing on a shared vision, ensuring functionality in all countries, and localizing each version culturally and linguistically. Phew, it's a lot.

In order to achieve this, we built a global design system to make sure every element of the UI worked across every country and language. With thousands of components from end to end, we made sure every show, game, and feature worked right from the start. Voila!

Gerhard Zeiler's profile picture
Gerhard Zeiler


Turner International

"As our industry undergoes huge evolution, the impact of digital disruption and changing consumer behavior continues to put audience insight right at the heart of our business strategy."