Case study · EdTech

Mathopedia: revolutionizing math learning for students

Mathopedia is a mobile app that makes math feel less intimidating for kids aged 8–14. I led research, wireframing, and final UI in Figma, designing for simplicity, engagement, and the way younger learners actually behave.

Role
UX/UI Designer
Timeline
12 weeks
Tools
Figma · ProtoPie · UsabilityHub
Three iPhones showing the Mathopedia app — lessons, videos, and tutor chat.

Overview

Mathopedia simplifies math through gamification, interactive modules, and tailored lesson plans. The goal was to help young learners build confidence in math — and start to enjoy problem-solving along the way.

The problem

Plenty of educational apps exist, but most fail to hold a kid's attention. Math, in particular, is perceived as boring or intimidating. From research we kept hearing the same three pain points:

  1. Lack of personalization — generic lessons that ignore skill and pace.
  2. Limited engagement — no interactivity or rewards to keep kids coming back.
  3. Overwhelming interfaces — adult UI patterns crammed into kids' products.

Objectives

  • Design an intuitive, age-appropriate interface for 8–14 year olds
  • Use gamification to keep learners motivated and invested
  • Build a personalized system that adapts to each student's pace
  • Keep the visual language clean, colorful, and cognitively light

Research & insights

I interviewed 10 students, 8 parents, and 5 teachers to understand how math gets taught and where it breaks down — at home, in class, and inside competing apps like Khan Academy and Prodigy.

Key findings

  • Children learn best when lessons are interactive and playful.
  • Rewards and feedback (badges, trophies, streaks) materially boost motivation.
  • Simple, colorful UI helps retain attention and reduces cognitive load.

Design process

1. Empathy mapping & personas

I built two teacher personas to anchor design decisions — what they wanted for students, and what frustrated them about existing tools.

Persona card for Ibrahim, a 32-year-old primary school teacher.
Persona card for Susan, a teacher focused on environmentally-friendly classrooms.

2. Ideation

  • Brainstormed daily challenges, quizzes, leaderboards, and progress dashboards
  • Prioritized features against user feedback and engineering feasibility

3. Wireframing & prototyping

Low-fidelity wireframes mapped the structure and flow. High-fidelity prototypes in Figma layered in bright color, playful illustration, and simple navigation.

Wireframes showing the home page, tutor chat, course details, video lessons, and quizzes.

4. Usability testing

Prototypes were tested with 15 students. Iterations included larger font sizes and audio cues for the youngest users — small things that made the app usable end-to-end.

Mathopedia splash screen with geometric illustrations.
Mathopedia sign-up screen on mobile.
Personalized home screen greeting a student named Amelia.

Key features

  • Personalized learning paths — AI-driven adjustments and a progress dashboard for each student.
  • Gamification — quizzes, badges, streaks, and leaderboards for friendly competition.
  • Interactive modules — drag-and-drop activities and real-time feedback.
  • Parent & teacher dashboards — visibility into where students need help.

Final design

  • Color: bright, inviting palette to evoke positivity and focus.
  • Typography: large, rounded fonts for readability.
  • Illustration: custom characters and playful icons.
  • Navigation: simplified, with direct access to lessons, quizzes, and rewards.

Conclusion

Mathopedia shows what happens when you design for the actual humans using the product — even when they're 10 years old. Personalization, gamification, and a kid-first interface turn math from a chore into something they want to come back to.