Interactive geometry experiences for second graders — designed from concept through final assets, tested in real classrooms, and built to make math feel like something worth doing.
A series of interactive geometry experiences for second graders, aligned to Common Core State Standards. The brief was clear: facilitate learning through action and prove that math can be genuinely fun. I worked as the interaction designer alongside a content writer, developer, animator, and PM — taking these from concept through to final assets and sound effects.
Geometry at age 7 is deeply physical — kids understand shapes through handling them, not through definitions. Translating that into a flat screen required interactions that felt tactile and explorable. The central question driving the work: which interactions genuinely help a student understand equal parts of a circle through trial and error, rather than just clicking to the next screen?
Early prototypes tested several interaction metaphors. Testing surfaced a clear problem: students were confused by the icons. The concepts were right — the visual language wasn't communicating to a 7-year-old. Back to the drawing board.
Stripping back visual complexity made everything clearer. When the interface stopped asking kids to decode it, they could focus on the math. Second-round classroom testing confirmed it: students understood shape attributes and completed tasks with confidence. Teachers reported noticeably stronger engagement.
Before any final production, storyboards mapped student flow against pedagogical requirements — planning animations, audio, and interaction moments in relation to learning objectives. This kept the experience working as a teaching tool, not just a game.
I designed the visual world of the experience — including a pizza-themed fractions context that gave students a familiar, delightful entry point into abstract mathematical concepts. Every visual decision was in service of learning, not decoration.
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