Amplify Reading is one of Amplify’s Educational products. It includes over 50 mini-games for K-8 students. These games help students learn reading from the basics to high-levels. Each game is composed of a series of questions and has mastery criteria which means the minimum accuracy students need to make to complete a level.
In the current product, the mastery criteria is not visualized for all the games. However, visualizing the mastery could help students set a better goal of the game and learn how the game works in a comprehensive way.
I started by exploring the workflow of Amplify Reading.
The task here is to come up with a global solution to help students get informed how much progress or how many out of all the questions they need to correctly answer in order to master the level.
Although the product is in a video game format, the essence is education. The goal of the product is to teach students instead of making them addicted to the game content. Therefore, a 2 attempts limit is set to prevent students from wasting too much time on one game. The game will be changed when students fail 3 times.
Different types of mastery criteria systems are implemented in current Amplify Reading games which makes it hard to apply one solution to all of them. I got a spreadsheet that records the mastery criteria and how it works for all the games from the design team. But since the design document cannot be 100% accurate as the build, I still have to play the actual game to find out more details. Other than technical issues, I also needed to take other usability factors such as accessibility, ethics and the balance between gaming and education into consideration.
The current mastery criteria system is composed of 3 steps. To make the logic of layers more clear and help me organize the procedure better, I documented the 3 steps using the terminology that the company uses and found games that can be representatives for each step.
Students spend most of the time on this screen so the design of the in-game progress bar is the most important and also the most challenging part.
Overall, the problems in current Amplify Reading can be summarized into 4 pain points.
After the research, I looked up on a few mastery examples from successful games including Neighbors from Hell, Super Mario 3D Land, Angry Birds and Cut the Rope. By observing these games, I found out there are actually patterns of mastery criteria in video games. For mobile, desktop or TV games, the mastery usually displays in different ways due to the screen size and space.
According to the user data, students play the games on mobile screen a lot when they are home. For the adaptation purpose, it is worth focusing on the mobile screen which is smaller than other ones.
Although I was already really familiar with those games, they inspired me on many new aspects when I looked at them from a designer’s perspective instead of a player’s.
I started designing with the in-game screens and extended to the progress screen and end-of-level pop-ups. For the first couple of mockups, I tried to use the triple star system, percentage system and trophy system. All of them didn’t seem to work out for children from such a young age group.
I collected some interesting feedback after discussing with co-workers. It’s worth considering the perception ability difference between K-2 and 3-5 graders and either make the design more friendly to younger kids or make two versions for different age groups. Also, it is very important to think about ethical issues, for instance, should we show too cruel information to children?
After a series of discussions, I ended up with universal solutions for progress screens and end-of-level screens as well as two models for in-game screen.
This proposal uses a very small part of the screen and shows every detail needed clearly. However, for some games that use different interface layout, an alternative proposal is needed.
This model puts everything in a corner which is very capatable for those games that don’t have space for a progress bar.
Since kids might have difficulty understanding low-fedility prototype, I made animated prototypes to help them fully understand how it works.
Last but not least, I used some games to demonstrate how to make the end-of-level screen consistent by using the same language and layout integrated with the game’s visual style.
For the next step, I’ve sent the prototypes and playtesting instructions to the playtesting specialist. Here are some research questions to be answered.
The usability testing went very well. Kids were able to understand the concept of the mastery criteria and gave positive feedback on it. The mastery criteria was slightly changed by a coworker and now has been used in the Amplify Reading app.