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A proposed novel Khan Academy feature that focuses on creating a motivating learning experience. A new feature that works seamlessly with an existing platform.

Mobile
UX Research
10 Weeks

ROLE

Product designer: Figma, research, writing

 

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TEAM

4 designers, Education Technology Course

​TIMELINE

10 weeks, Spring 2026

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TOOLS

Figma, Miro

DELIVERABLES

Clickable mobile prototype

Video of Final Screens

Interactive Embedded Prototype Below

01 
THE PROBLEM

Khan Academy has thousands of free lessons, but when a student gets a quiz question wrong, the next step is up to them. Most students keep clicking through the quiz instead of going back to the skill they missed. The mistakes pile up, the score drops, and students lose motivation before the gap ever gets fixed.

AUDIENCE 01

Struggling Students

Hit a wall mid-quiz and don't know which earlier skill caused it, so they guess or quit.

AUDIENCE 02

Self-Driven Students

Intrinsically motivaated students who use Khan Academy on their own and want a faster way to find and fix weak spots before a test.

How might we help students catch the skill they're missing without breaking their momentum?

02 
RESEARCH

Our team ran 15 semi-structured interviews with students.

FINDING 01

Wrong answers feel like dead ends.

Students active in the GTXR club found research roles through peers and referrals. Students without those networks relied on cold emails, which often went unanswered.

FINDING 02

Students don't know what to review.

Students pieced opportunities together from lab websites, research papers, club meetings and cold emails. That's a lot of work, and it discourages the students who are least connected.

FINDING 03

Progress keeps them going.

Many believed they needed advanced Unity or Blender skills before applying. Experienced members said professors care just as much about genuine interest, visualization skills and empathy for users.

02
BACKGROUND & PAIN POINTS

Students from underrepresented and low-income backgrounds often use learning platforms that assume consistent prior knowledge and high confidence.

When they struggle, these systems provide limited explanation and rely on rigid progression, which can reinforce feelings of failure.Without clear support for knowledge gaps, students may lose confidence and disengage. This is not due to a lack of ability, but because the system isn't built for their learning needs.

Polished for School. Eden Smith. Haiti. 2017.

03
UX RESEARCH

We conducted contextual inquiry interviews with 5 participants within our target demographic (college-aged learners from diverse educational backgrounds) to understand how they interact with existing learning platforms.

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Key findings highlighted several friction points. These challenges often led to frustration and decreased confidence.

FINDING 01

The interface felt overwhelming.

FINDING 02

Users struggled with gaps in foundational knowledge.

FINDING 03

There was no clear, actionable feedback when answering questions.

Affinity Diagram
Screenshot 2026-04-29 at 2.08.35 PM.png
Themes
Screenshot 2026-04-29 at 2.08.39 PM.png

We synthesized insights using affinity diagramming and identified the core themes. These findings directly informed the design direction, including the development of adaptive difficulty to better support personalized learning and confidence-building.

A simpler UI
More inclusive functionality
Improved organization
Expanded content
04
DESIGN
INSPIRATIONS

This feature is grounded in key learning science principles that emphasize personalized, confidence-building learning experiences.

THEORY 01

Constructivism

The design encourages learners to actively engage with their understanding by making strengths and knowledge gaps visible.

THEORY 02

Vygotsky's Zone of Proximal Development

Difficulty adapts to keep tasks just beyond a learner's current ability. Acting as a "more knowledgeable other," the system guides students toward targeted support where it's needed most.

THEORY 03

McGee & Martin

Students may internalize struggle as a reflection of identity rather than a solvable gap. Findings on educational inequality show how limited support and foundational gaps can impact learning outcomes.

Together, these insights informed a system that reframes mistakes, reinforces missing concepts, and supports both skill development and learner confidence.

05
DESIGN

We moved from paper sketches to a storyboard of the core flow, then into mid-fidelity screens in Figma.

Screenshot 2026-04-29 at 1.28.01 PM.png

LO-FI SKETCH

The core adaptive loop on paper

Sketches mapped the flow from choosing a problem set, through quiz questions, to a skill map and an adjusted set of questions targeting the gap.

STORYBOARD

Following Alex through a skill gap

Alex, 21, studies online from an off-campus apartment. He opens Khan Academy, gets several questions wrong in a similar way, and the system names the specific skill gap instead of just marking him wrong. A short module targets that gap, he returns to the original problem with more success, and his skill map updates to show growth.

Screenshot 2026-04-24 at 12.50.28 PM.png

MID-FI SCREENS

Question-by-question feedback

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Mid-fi screens brought the quiz into the Khan Academy app layout, with Home, Explore and Downloads in the tab bar.

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The skill map was removed in the mid-fi iteration, as it was a bit unrelated to core functionality.

06

USER TESTING AND EVOLUTION

Throughout the cycle of the project, my team conducted contextual inquiries to improve the feature.

ROUND I

Lo-fi prototype

 

Introduced the core adaptive difficulty flow. During the post-lesson quiz, the system identified patterns in missed questions, named the skill gap, and directed users toward the lesson area that needed more support.

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Feedback gathered

 

  • Users wanted clearer explanations for what they got wrong.

  • Users needed the app to explicitly name the skill gap.

  • Automatically opening the related lesson felt useful, but needed more context so users understood why they were being redirected.

ROUND II

Mid-fi prototype

 

Added question-by-question feedback, visual cues for correct and incorrect answers, and clearer messaging around which skill needed improvement

 

Feedback gathered

 

  • Explanations were helpful, but needed stronger reasoning for why answers were correct.

  • The feature required more in-app guidance so users could understand it without verbal explanation.

  • The visual design needed to feel more polished and engaging.

ROUND III

Hi-fi prototype

 

Refined the experience with clearer navigation, improved visual feedback, and a more responsive adaptive difficulty system.

 

Feedback gathered

 

  • Users found the flow easy to navigate and understand.

  • Immediate feedback after incorrect answers helped guide learning.

  • Users appreciated that the system responded to their individual performance.

  • Remaining feedback focused on adding deeper explanations and further improving the UI.

Interactive Prototype
Video Walkthrough
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