mobile Learning app

Reducing Usability Risk for an
AI-Supported Math Learning MVP

Reducing Usability Risk for an AI-Supported Math Learning MVP

Reducing Usability Risk for an
AI-Supported Math Learning MVP

COMPANY

Epapa UG

Epapa UG

YEAR

2024
(4 months)

2024
(4 months)

ROLE

Lead UX/UI Designer

Lead UX/UI Designer

focus

UX Research · Accessibility ·
Product Design · Usability Testing

UX Research · Accessibility ·
Product Design · Usability Testing

project Overview

Reducing Usability Risk for MVP Launch

Epapa was an educational startup building a math learning app for students aged 8–16. The product combined storytelling, gamification, and AI-supported learning concepts to make mathematics more engaging and accessible.


When I joined the project, an initial MVP had already been created by Bonanza Studio. My role was to evaluate the experience, identify usability risks, and redesign key parts of the learning flow before further development.

project Overview

Reducing Usability Risk for MVP Launch

Epapa was an educational startup building a math learning app for students aged 8–16. The product combined storytelling, gamification, and AI-supported learning concepts to make mathematics more engaging and accessible.


When I joined the project, an initial MVP had already been created by Bonanza Studio. My role was to evaluate the experience, identify usability risks, and redesign key parts of the learning flow before further development.

My Contribution

Led UX/UI research, usability testing, user flows, key screen improvements, and final UI preparation for development.

My Contribution

Led UX/UI research, usability testing, user flows, key screen improvements, and final UI preparation for development.

Business Challenge

Reduce usability risk before further product development and create a clearer path toward scaling the MVP.

Business Challenge

Reduce usability risk before further product development and create a clearer path toward scaling the MVP.

Process menu

problem

The MVP Needed to Support the Real Learning Job-to-be-done

The MVP Needed to Support the Real Learning Job-to-be-done

Students do not use a math learning app just to move through screens. Their real job is to understand what to do next, practice without feeling overwhelmed, and find support when they get stuck.

The main usability risk was that students could lose confidence if the experience felt unclear, too text-heavy, or difficult to navigate independently.

Clarity

Support

Progress

Confidence

Confidence

research

Evaluative Research: Validating the MVP Experience

Evaluative Research: Validating the MVP Experience

The research focused on understanding where the prototype created friction and how the experience could better support clarity, motivation, accessibility, and independent learning.

What does a student really need from our math app MVP?

What does a student really need from our math app MVP?

Reaserch goals

Identify the main usability and learning-friction points in the MVP and translate them into design opportunities.

Competitive Anlasysis

Analyzed educational apps to identify patterns in progression, feedback, support, and accessibility-related features.

Analyzed educational apps to identify patterns in progression, feedback, support, and accessibility-related features.

Usability Test Observation

Observed how users interacted with the prototype, focusing on navigation, comprehension, support visibility, and moments of friction.

Observed how users interacted with the prototype, focusing on navigation, comprehension, support visibility, and moments of friction.

User Testing

Gathered feedback from students, teachers, and parents to understand expectations, pain points, and learning needs.

Gathered feedback from students, teachers, and parents to understand expectations, pain points, and learning needs.

What we learned

The research showed that students did not only need access to math content. They needed a learning experience that helped them feel oriented, supported, and confident enough to continue independently.

The research showed that students did not only need access to math content. They needed a learning experience that helped them feel oriented, supported, and confident enough to continue independently.

The research showed that students did not only need access to math content. They needed a learning experience that helped them feel oriented, supported, and confident enough to continue independently.

Competition:

Anton App

Khan Akademy Kids

Duolingo Math

  1. Motivation Depends on Visible Progress

Students are more likely to stay engaged when they can see progress, receive feedback, and feel that they are moving forward.

  1. Support Needs to Be Easy to Find

When students feel stuck, they need to understand where help is available. In the prototype, the focus was not to test AI-generated answers, but to evaluate whether the support entry point was visible and understandable.

  1. Accessibility Supports Learning Confidence

For young learners, accessibility is directly connected to comprehension. Clear hierarchy, readable content, audio access, and predictable navigation can reduce cognitive load and support independent learning.

App Name

Anton App

Kahn Academy Kids

Duolingo

User type

Users from preschool to high school

Children, teenagers, and self-taught adults

Young children and beginners in mathematics

Gamification

Written

content

Interactive

exercises

Educational

alignment

Use of AI

Chat option

Customization

Use of Audio

Key design implications

The matrix helped identify which patterns were most relevant for Epapa’s MVP: progression, active participation, accessible support, and confidence-building interactions.

Make progress visible

Use progression, visual feedback, and reward elements to support motivation.

Make support easier to find

Improve the visibility and placement of the support button within the learning flow.

Support learning confidence

Improve layout clarity, interaction visibility, and access to support features.

Key design implications

The matrix helped identify which patterns were most relevant for Epapa’s MVP: progression, active participation, accessible support, and confidence-building interactions.

Make progress visible

Use progression, visual feedback, and reward elements to support motivation.

Make support easier to find

Improve the visibility and placement of the support button within the learning flow.

Support learning confidence

Improve layout clarity, interaction visibility, and access to support features.

The research findings were translated into four design opportunities: clearer orientation, visible support, accessible content, and predictable navigation.

Behavioral archetype

The Confidence-Seeking Visual Learner

Core learning job

Understand what to do next and feel supported when stuck.

Behaviors

Curious, playful, visual, sensitive to frustration, needs time to process information.

Needs

Clear next steps, visual support, enough practice, accessible content, and reassurance when stuck.

Pain Points

Text-heavy tasks, unclear progression, fast transitions, lack of visual aids, and not enough interactive practice.

Design Opportunity

Create a learning experience that feels clear, visual, supportive, and safe to explore independently.

Behavioral archetype

The Confidence-Seeking Visual Learner

Core learning job

Understand what to do next and feel supported when stuck.

Behaviors

Curious, playful, visual, sensitive to frustration, needs time to process information.

Needs

Clear next steps, visual support, enough practice, accessible content, and reassurance when stuck.

Pain Points

Text-heavy tasks, unclear progression, fast transitions, lack of visual aids, and not enough interactive practice.

Design Opportunity

Create a learning experience that feels clear, visual, supportive, and safe to explore independently.

Design Hypothesis

If we make the learning journey clearer, progress more visible, and support features easier to find, students will feel more confident and be able to move through the experience more independently.

Design Hypothesis

If we make the learning journey clearer, progress more visible, and support features easier to find, students will feel more confident and be able to move through the experience more independently.

solution

Designing a Learning Experience That Guides and Protects

Designing a Learning Experience That Guides and Protects

A good learning product should not only help students move forward. It should also prevent confusion, reduce frustration, and protect their motivation.

The solution focused on four areas identified during the evaluative research: orientation, support visibility, accessibility, and navigation clarity.

Testing

Testing the Prototype Experience

The usability testing focused on whether students could understand the redesigned prototype, navigate the learning flow, identify key actions, and recognize where support would be available.

Because the prototype was not connected to a live AI system, testing did not evaluate the quality or accuracy of AI-generated answers. Instead, it focused on usability, clarity, accessibility, and discoverability.


What Was Tested

  • Learning flow understanding

  • Navigation clarity

  • Visibility of progress and next steps

  • Support entry point discoverability

  • Accessibility-related interaction patterns

  • Ease of use of the prototype

Weather app image
Weather app image
Weather app image
Weather app image

results

From Usability Risk to a Clearer Learning Experience

The final design improvements helped transform the MVP from a concept-driven prototype into a clearer and more structured learning experience. understand and follow.

Clearer learning flow

The redesigned structure helped make the learning journey easier to understand and follow.

Clearer learning flow

The redesigned structure helped make the learning journey easier to understand and follow.

Stronger accessibility support

Audio access, clearer hierarchy, and simplified interaction patterns supported a more inclusive learning experience.

Business Challenge

Stronger accessibility support

Audio access, clearer hierarchy, and simplified interaction patterns supported a more inclusive learning experience.

Business Challenge

Improved support discoverability

The support entry point became more visible and easier to identify within the prototype.

Business Challenge

Improved support discoverability

The support entry point became more visible and easier to identify within the prototype.

Business Challenge

Better navigation structure

Header and footer improvements made key actions and settings easier to access.

Better navigation structure

Header and footer improvements made key actions and settings easier to access.

Development-ready UI

Final screens and detailed designs were prepared in Figma for developer implementation.

Development-ready UI

Final screens and detailed designs were prepared in Figma for developer implementation.

Development-ready UI

Final screens and detailed designs were prepared in Figma for developer implementation.

future work

Success Metrics for Future Iterations

Task Completion Rate: Can students complete the learning flow independently?

Student Confidence Score: Do students feel oriented and supported during the experience?

Support Entry Point Discoverability: Can students find where to get help?

Accessibility Issues Found: Are there barriers related to readability, navigation, audio, or interaction?

Engagement During Session: Do students stay active and motivated during the prototype experience?

Let’s connect! Whether you have a new project in mind or just want to chat about design, creativity, or anything in between, you can reach me at errazuriz.francisca@gmail.com.
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