UX Assessment · Fraction Learning MVP

Prototype brief
evaluation

Three approaches to a fraction comparison learning experience for high school students working below grade level. Assessed against Jordan's completion and simplicity requirements and Maya's learning science specification.

Audience
  • High school students behind on fraction comparison
  • Shame is a primary emotional force
  • Design must not read as childish
  • Misconceptions are confident, not tentative
Jordan's requirements
  • Clear, reportable completion rate
  • Ship something simple — no unnecessary complexity
  • No gamification
  • Works across age groups with minimal adaptation
Maya's requirements
  • All four comparison types covered
  • Diagnostic folded into practice, not separate
  • Adaptive difficulty based on live performance
  • Visual strategy feedback on wrong answers
  • Behavioural momentum hooks (streak, progress)

Three prototypes

02

Fraction Forge

Construction challenge with type map
◑ Partial pass

Students choose a challenge type from a tile map and attempt to build a fraction that satisfies a constraint — between two bounds, closest under a target, equal to a given value. Eight types across two tiers, unlocking at 60% accuracy. Scale bars are hidden by default behind a hint toggle. Progress persists across sessions via localStorage.

Strengths
  • Construction tasks are genuinely harder to button-mash than comparison
  • Two-tier progression creates a clear sense of growth
  • localStorage persistence means progress survives between visits
  • Challenge variety is high — eight distinct mechanics keep the experience fresh
Weaknesses
  • Building a fraction is adjacent to but not identical to comparing two fractions — the primary skill in the brief
  • Completion metric is ambiguous — finishing one type? All core types? All eight?
  • No within-session adaptive difficulty; adaptation only happens across sessions via unlock logic
  • Type map and unlock system add cognitive overhead, particularly for younger students
03

Fraction Sort

Benchmark card sorting across 8 rounds
◑ Partial pass

Each round presents a benchmark fraction and four cards to sort into bigger or smaller zones. Eight rounds cover all four comparison types twice; after round four, the second pass reorders rounds by weakest type accuracy. Wrong answers show the strategy and comparative bar charts for each card placed incorrectly.

Strengths
  • Core mechanic is direct fraction comparison — the closest match to the brief's stated skill
  • Batch sorting reduces the number of individual decisions, lowering fatigue
  • Adaptive second pass targets weak types without the student being aware of it
  • Tap-to-place mechanic is the most accessible of the three for younger students
Weaknesses
  • No within-session adaptive difficulty — round content is fixed regardless of performance
  • The tap-select-place mechanic adds interaction overhead before the maths even begins
  • Round type is visible as a label, which is closer to a discrete diagnostic than a folded one
  • No streak counter or progress bar — behavioural momentum hooks are absent

Against the brief

Brief criteria

Ten requirements drawn from Jordan and Maya's briefs, assessed across all three prototypes.

Criterion Detail Skill Map Forge Sort
JordanClear completion metric
A single reportable number — did the student finish? ~
JordanShip simple
No unnecessary UI complexity or onboarding friction
JordanNo gamification
No XP, leaderboards, characters, or cartoon rewards
JordanMulti-market
Works for 3rd/4th graders with minimal adaptation
MayaAll four types
Same denominator, same numerator, benchmark ½, unlike
MayaFolded diagnostic
Diagnosis happens through practice, not a separate phase ~
MayaAdaptive difficulty
Adjusts within the session based on live performance ~
MayaVisual strategy feedback
Wrong answer shows the rule for that type with a visual
MayaBehavioural hooks
Streak counter, progress bar, implementation intention ~
MayaMastery retry
Wrong answer triggers same-type retry before advancing

Recommendation

Fraction Skill Map

Recommended MVP

Why it wins

Skill Map is the only prototype that passes all ten brief criteria without a structural workaround. It does so because its core design decision — an adaptive pairwise drill — directly mirrors what Maya specified and simultaneously satisfies Jordan's requirements.

The completion metric is airtight: 20 questions, finished or not. That's the number Jordan can report. There is no ambiguity about what "done" means, and no onboarding friction between opening the app and the first question.

The mastery retry is the most defensible learning science decision across the three prototypes. It's the only mechanism that ensures a student doesn't carry a wrong answer forward without correction. Forge and Sort both advance regardless of whether the student understood their mistake.

What to watch

The always-visible skill grid creates a mild tension with Maya's preference for invisible adaptation. Students who notice the system may feel tracked rather than supported. The mitigation is the grid's design: it reads as personal progress rather than surveillance, and the Map button keeps the full breakdown out of the way by default.

Neither Forge nor Sort are redundant. Forge's construction challenge mechanic addresses a genuine gap — students who pass comparison questions by rote without number sense will struggle in Forge. Sort's batch mechanic reduces individual decision fatigue and may be preferable for shorter sessions. Both make strong additions to a second release, behind the Skill Map MVP.