Third-grade English language arts
Teach the language.
Keep the interaction simple.
How could children explore word structure through play without the controls becoming another lesson to learn?
- The challenge
- No comparable product provided a starting point for the experience we wanted to create.
- My ownership
- Research, interaction models, functional prototypes, and iteration with learning experts.
- The design tension
- Make the activity engaging while protecting attention for the reading task.
Start with the learner
Two things to learn.
One limited attention budget.
Third graders were learning unfamiliar language concepts while also developing mouse and keyboard skills. A mechanic could feel playful and still ask too much of the learner.
I started with teachers and curriculum, then explored how actions such as cutting, revealing, inspecting, and arranging could make prefixes, suffixes, and sentence structure tangible.
Try the interaction thinking
Small actions. Clear meaning.
These new examples illustrate interaction concepts. They are not Level screens, historical prototypes, or evidence of learning outcomes.
WORD EXPLORER / 01
Find the part that means “again.”
First, split the word into two parts.
Which part means “again”?
One small action to see the structure.
WORD EXPLORER / 02
A small ending changes the word.
Reveal the hidden suffix.
What will the ending add?
WORD EXPLORER / 03
Read the story again.
Choose a prefix to complete the sentence.
Please ____ the story.
Which prefix helps the sentence say “read again”?
Explore before committing
A family of interaction models.
I prototyped each interaction separately so we could evaluate its behavior, rather than judge the idea from a static screen. The exploration covered roughly 15 interactions, including word cutting, multiple-choice gaps, reveal tools, vocabulary inspection, letter manipulation, and sentence building.
The important question was not how many mechanics we could invent. It was which ones made the language concept meaningful without distracting from the material.
Shape the support together
The right help.
At the right moment.
I worked with teachers and learning, editorial, and pedagogy experts to determine the language of instructions and remediation, how much support to provide, and when it should appear as students moved through the material.
Comparisons between prototypes informed which interaction experiences were suitable for the learning task. This connected the mechanic, instructional language, and timing of support into one experience.
Evaluate in stages
From the team to the learner.
- 01Internal trials
We tried the prototypes within the team first.
- 02Teacher review
Teachers then tried the experiences.
- 03Third-grade lab sessions
Students tried the prototypes in a lab. We collected data to evaluate whether the experiences worked.
The contribution
I translated curriculum into interactions people could try, compare, and refine.
The work connected learning expertise, UX structure, interaction design, and functional prototyping before a screen direction alone could answer the question.