MOBILE MATH GAME
RightOn!
Project Info
• Role: UX Researcher & Designer
• Team of 3 Designers
• July - September 2022
Responsibilities
• Lead usability tests
• Analyzed key trends in feedback
• Designed solutions for usability issues
• Ideated new microinteractions
• Constructed a working app prototype
Tools Used
• Figma
• Figma Mirror
• Google Slides
• Google Forms
• Zoom
OVERVIEW
Enhancing the user experience to empower young math students.
RightOn! is a math classroom app created to foster student engagement by encouraging discussion around both correct and incorrect answers. My team and I were passionate about improving the RightOn! student experience, aiming to boost engagement levels and enhance ease of use, ultimately promoting self-confidence and deepening conceptual understanding among users.
THE PROBLEM
How can we improve the intuitiveness and engagement of RightOn?
ALPHA TESTING EXISTING EXPERIENCE
“I didn’t know what the game was asking me to do at first.” - Samir
With RightOn’s existing screens we created an interactive prototype to perform our usability tests with middle and high school math students. After asking questions about the game’s usability and listening for any pain points the students had, it was evident that there were issues like low engagement, desire for more competition, layout difficulties, and confusion with game instructions.
ITERATION
Refining designs through iterative usability testing with students
To keep our designs aligned with the users’ needs, we did multiple rounds of virtual usability testing with middle and high school students, continuing iteration of usability questions and interactive prototypes. This helped to confirm some of the discovered pain points from previous interviews, as well as test solutions for them and refine the designs to ensure their quality before our classroom beta testing.
BETA TESTING
Bringing our prototype to the user’s environment: the classroom!
While most of our alpha testing had been done in 1:1 sessions, our final step was to see how the game could function in its intended format with a math class. Here we were able to watch how students interact with their classmates alongside the game and learn how we can improve design & functionality to ensure it will be ready for real-time users.
2
classes
45
minutes per class
35
students per class
6
testing devices
3
UX interns
1
smartboard
A/B TESTING
How we confirmed pain points & narrowed in on the final designs
With the opportunity to playtest with 2 different math classes, we decided an A/B test would be highly beneficial for validating pain points in the old experience and measuring the success of our updated prototype. With these testings, our main goal was to see how well the students understand and enjoy the RightOn game experience, and gain additional feedback or suggestions on how we can enhance it.
RESULTS & DATA
We asked 12 survey questions to 41 students, here’s what they said.
After the students had played through the prototype we had them fill out a google form questionnaire asking questions about their experience.
Test A:
👎🏻
65%
instructions were not very clear.
🧐
71%
want to see both individual score & top 5 leaderboard.
😕
“Make me pay attention in some way, I skipped past it too easily”
Test B:
👍🏻
87%
instructions were very clear.
80%
enjoyed seeing both individual score & top 5 leaderboard.
🥰
“My favorite thing about the RightOn app is the monsters”
FINAL PROTOTYPE & HANDOFF
Executing design-to-development handoff
After presenting our findings & redesign to the Product Lead and developers, we polished up figma files to be ready for handoff. This is the stopping point I came to at the end of my internship, but our MVP designs continued on to be built in React, and RightOn has begun working with their first long-term classroom beta testers!
WHAT ELSE?
How can we further increase engagement in the experience?
SOLO PROJECT
Powerup Feature - designed for post MVP launch
I designed this additional feature for the game when I noticed a gap in the flow during usability testings where users have nothing to do for a bit. This would occur after the students have answered their question, but are waiting for the rest of their class to answer, and can range from 1sec - 2mins.
What does this solve?
fills the time gap
😄
increases engagement
🤔
encourages students to think
🧠
quick fun brain break