A thumbnail image depicting Maths Whizz, an AI driven maths tutor.

Redesign of learner Rewards & Progression in AI Driven Tutor.

The Maths Whizz logo.

Maths Whizz

Whizz Education

EdTech
SaaS
B2B
B2C

Maths-Whizz helps teachers and parents worldwide to achieve measurable learning gains by guiding students along a tailored learning journey, continually adapting to their needs and pace of learning. The AI driven tutor begins by diagnosing each student’s knowledge gaps across several topics, and then automatically develops a unique learning journey to address those gaps. Through engaging lessons and continuous assessment, the tutor tracks students’ progress, maintaining an up-to-date understanding of their needs and providing support at all times.

My Role

Product Design Lead

My role was to lead a cross-functional team in the redesign of Maths-Whizz, with the dual aims of enhancing user engagement and improving educational outcomes for a diverse, global student base exceeding 1.5M active users.

Platforms

  • Responsive web application.

What I Did

  • Designed a gamification strategy, focusing on both intrinsic and extrinsic motivation, ensuring progress visibility over short, mid and long term.
  • Collaborated with children to co-create a contemporary, and immersive earning environment.
  • Initiated new features by thoroughly researching user needs and teacher insights, addressing key pain-points and desires.
  • Managed the design team (UX researcher, illustrator, animator), working closely with the product owner and technical lead.
A screenshot of the users room. It's depicted as the spaceship with an avatar, cat and objects placed in the room.

User research and co-design

Global user analysis
Myself and the UX researcher undertook a detailed study of Whizz users across various regions, identifying unique needs, aspirations, and challenges specific to each demographic. We sifted through extensive user feedback logs, identifying common themes and insightful requests to guide the redesign.
An image depicting some of the persona's created to represent users from around the world.
Engagement with schools
We visited numerous schools and engaged with teachers and children to gain insights into the practical application of the Maths-Whizz platform in educational settings. Together with a talented illustrator we organised co-design workshops with children, focusing on their preferences, learning styles, and interaction with gamified elements.
An image depicting some of the outputs from co-design sessions at schools.
Iterative design process
We employed an iterative design process, refining the features based on ongoing feedback, ensuring that the final product resonated well with its intended audience. Reports were regularly created and shared with project stakeholders for review and feedback.
An image depicting a collection of reports created to share findings from user testing with the wider team.

Integration

Mock API
The user experience required seamless integration with the established Maths Whizz tutor and meticulously documented use cases. The tech team facilitated prototyping by developing a mock API, ensuring that new designs seamlessly integrated with the existing Whizz system.
An image depicting a collection of user stories that describe Maths Whizz use cases.
Screenshot from the Maths Whizz app that depicts weekly progression.

Gamification

Gamification strategy
Maths Whizz wanted to increase pupil confidence and motivate pupils in order to deliver improved learning outcomes and improve user retention. The gamification system needed to engage learners whether they were learning at home, school or remotely.  This called for lots of animation, sound and a very interactive experience with lots of rewards.

Site map of the new Math Whizz experience.
A multifaceted approach
My challenge was to develop a gamification strategy that would motivate children over the short, mid and long term. To do this I devised a multifaceted gamification strategy that catered to both intrinsic (personal growth, achievement) and extrinsic (rewards, recognition) motivational factors.
Screenshot from the Maths Whizz app that depicts streaks.

Avatar Builder

Avatars
The avatar builder was designed for high user engagement, allowing extensive customisation options to enhance the personal connection of users with the platform. I worked closely with a talented illustrator to create avatars that would resonate in different cultures around the world.

The Avatar Builder proved immensely popular with the audience. With lots of fun clothes, hairstyles and accessories for users to choose from, users could spend hours playing.
Image depicting some of the avatars that can be created with the avatar builder.Image depicting Maasai Warriors  created with the avatar builder.Image depicting some of the avatars that can be created with the avatar builder.
A screenshot of the avatar building.

Rooms and Themes

A screenshot of the users room. It's depicted as the spaceship with an avatar, cat and objects placed in the room.

Spending Credits

Shop
Users can redeem their hard-earned credits at the Maths Whizz shop, where they can buy new items to enhance their character and room.
A screenshot of the Maths Whizz shop, where users can spend credits on items for their room.
Credits
The shop's pricing strategy required a delicate balance with the points system. It aimed to enable users to acquire smaller items in the short term while encouraging them to save credits for more substantial purchases over the mid to long term.
Image depicting an Airtable document that contains the prices of items available in the shop.
Pets
Users have the option to buy pets and plants, which require regular care, including feeding and watering. Neglecting their care could result in users losing their pets!
A screenshot of a message received by a user, that reminds them to feed their pet.
Games
They can also spend credits playing games available in the games room.
Screenshot from the Maths Whizz app that depicts the shop, where users can spend credits.

Animation

I worked with a talented animator to create a library of animations for each asset that would play randomly when the item was clicked. Each animation looped to the same starting position so they could be stitched together seamlessly. I specified each animation, and worked closely with the animator to ascertain the level of effort required for each item, tweaking the brief to minimise workload where possible.
Image depicting a Spreadsheet that contains descriptions of the animations required for each item in the shop.
A screenshot of the users room. It's depicted as the jungle with an avatar, cheetah and objects placed in the room.

Tutor

Recognising the need for a universally appealing tutor character, a new robot tutor was co-designed, replacing the old professor. The new character resonated with a broader audience, and could be animated anywhere on the screen. The tutor included a voice over script, and to meet localisation requirements, was voiced with text to speech recordings rather than with voice actors .
Screenshot depicting Topic Progress, which shows how the user is progressing through Maths Whizz.

Topics, challenges and leaderboards

Topic challenges
Progression across all Maths Whizz topics is tracked through badges, offering a clear snapshot of a students strengths and areas that may need more attention. Students are able to revise exercises on a given topic to level up.
Challenges and leaderboards
Challenges provided a competitive edge for students, encouraging them to revisit completed activities for revision. It also opens up the chance to climb the leaderboard within their class, school, country, or even across the entire Maths Whizz community.
A screenshot of the Topi Challenge section of the app, where users can compete against other users to earn a place on the leaderboard.Screenshot depicting Topic Progress, which shows how the user is progressing through Maths Whizz.Screenshot depicting the exercises available to help users revise. Screenshot depicting the challenge section of the app.

Results and Impact

Smooth transition
Ensured a smooth transition from the old Flash-based system to the new gamified platform, preserving the user's existing progress and achievements.
User response
Post-launch, the platform received overwhelmingly positive feedback from its young users and educators, affirming its effectiveness and appeal.
Award and recognition
The project's success was highlighted by its win at the prestigious Bett 2019, underlining its innovation and impact in the field of educational technology.
Long term impact
The gamified Maths-Whizz platform demonstrated improved learning outcomes, fostering a more engaging and effective educational experience.
Screenshot of the user winning a gem.

Conclusion

The comprehensive redesign and gamification of Maths-Whizz stands as a testament to the power of user-centred design in educational technology. By integrating in-depth user research, innovative gamification strategies, with an engaging play experience, the project not only revitalised a well-established educational tool but also significantly enhanced its educational efficacy and user appeal. This case study exemplifies how thoughtful design and user engagement can transform digital learning experiences.
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Summary

  • Seamless integration of a new platform, preserving user progress and achievements.
  • Created a more engaging and effective educational experience.
  • Boosted learning outcomes for all students.
  • Received overwhelmingly positive feedback from users and educators.
  • Attained industry accolades, including a win at BETT 2019 following relaunch.
A screenshot of the users room. It's depicted as the jungle with an avatar, cheetah and objects placed in the room.