Alisa Kharakozova
Case Study

Interactive Geometry Learning

Interactive math and geometry experiences for K–8 students, from reusable learning templates to classroom-tested shape explorations.

RoleProduct Designer
FocusInteraction design
ScaleMillions of student users
OutcomeCommon Core aligned
Interactive protractor experience
Overview

Interactive math and geometry experiences for K–8 students.

My Role

Product Designer — Designed reusable K–8 learning templates from concept through implementation, partnering with curriculum experts to align with learning goals.

Key Outcomes

Millions of student users
Reusable K–8 template library
AERA research contribution
Common Core aligned

Tags

Interaction design
Student experience
Gamification
Adaptive learning
Geometry

01 Interaction

Multi-Field Assessment

Interaction design for questions requiring multiple input fields, with carefully considered feedback states for incorrect answers. The goal: keep students on a productive path toward learning objectives.

Multiple input interaction with visual feedback
02 Motivation

Student Motivation Systems

I prototyped multiple approaches to visualising student progress — streaks, leaderboards, badges — focused on sustaining genuine engagement. This work fed directly into a study on student feedback systems presented at the American Educational Research Association annual conference.

Visualising student progress
Progress visualisation concepts
03 Template

Progressive Elimination

A template for questions with more than one correct answer: letting students eliminate wrong options across attempts rather than hitting a hard failure state.

Multiple correct answer interaction
04 Feedback

Contextual Feedback

A dismissible feedback module with support tailored to the student's specific wrong answer.

Pop-up feedback module
05 Adaptive Flow

Adaptive Learning Paths

Branching paths that responded to how students answered: offering tailored feedback based on student input.

Adaptive lesson flow diagram
06 Concept to Final

Interactive Protractor

A template I took from concept through to final illustration: an interactive protractor experience for teaching angle measurement. Full pedagogical flow, interaction model, and visual design: making an abstract concept feel tactile.

Angles interaction
07 Learning

Designing for Physical Learning

Geometry at age 7 is deeply physical. Kids understand shapes through sight and touch. Translating that into a flat screen required interactions that felt tactile and explorable.

Interaction sketches for geometry experiences
08 Prototypes

Testing Interaction Metaphors

Early prototypes tested several interaction metaphors. Testing surfaced a clear problem: students were confused by the icons. The concept was right, but the visual language wasn't communicating to a 7-year-old.

First prototype interaction 1
First prototype interaction 2
09 Simplify

Simplifying the Interaction

Stripping back the complexity made the interaction clearer: here the user manipulates the triangle through direct interaction rather than a button as a symbol. When the interface stopped asking kids to decode it, they could focus on the math.

Second prototype — cleaner UI
10 Storyboard

Storyboarding the Learning Journey

Another idea for exploring fractions: I use storyboards to map student flow against pedagogical requirements: planning animations, audio, and interaction moments. These artifacts ensure cross-functional alignment before production.

Storyboard for fourths
11 Illustration

From Concept to Illustration

Here, I created the illustration as well as the interaction. A pizza-themed fractions context that gave students a familiar entry point into abstract mathematical concepts.

Pizza visual design for fractions
Pizza header illustration
12 Animation

Interaction & Animation

Interaction animation 1
Interaction animation 2
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Want to work together?

kharakozova@gmail.com →