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Case study · ASU Learning Engineering Institute

iSTART Early

Turning reading practice into a game kids want to finish.

An intelligent tutoring system that teaches 3rd and 4th graders reading strategies, with speech and language AI giving real-time feedback. It was built for high schoolers, and it showed: only 60% of learners stayed engaged.

Full case study coming soon. This is a short version while I rebuild it with the full evidence.

Read the old case study
My role
UX Designer · interaction, visual, prototyping, dev
Team
Micah Watanabe (stakeholder) · Zeinab Serhan (PO) · Harshil Patel (dev)
Timeline
6 months · May – Nov 2024
For
3rd and 4th graders · teachers
Learner engagement
60% → 85%

In 30 seconds

The problem

Legacy modules had unclear navigation, weak feedback, and passive videos kids skipped.

The decision

Lean on what engaged kids in pilots: stories and games. Every strategy became a planet with a game.

The result

Engagement rose from 60% to 85%. The team also saw a 25% gain in reading comprehension.

01 · Context

Five reading strategies, taught by an AI tutor.

In plain wordsIt is a reading coach on a computer. Kids read a short text, try a strategy like "say it in your own words", and the software listens and gives feedback right away.

iSTART stands for Intelligent Student Tutoring for Active Reading and Thinking. Students practice five strategies with grade-level texts. Speech recognition, text-to-speech, and language processing give them feedback as they go, and teachers follow progress in their own view.

  1. Ask ItAsk questions about the text
  2. Reword ItSay it in your own words
  3. Find ItFind the key detail
  4. Explain ItExplain why it happens
  5. Summarize ItSum up the main idea
How to read thisThe five strategies students learn. Each one later became its own planet.
02 · The problem

Built for high schoolers, used by 8-year-olds.

Legacy UX gaps

Unclear navigation, weak visual hierarchy, and almost no feedback.

Engagement at 60%

Students dropped off mid-lesson or skipped through passive videos.

Wrong audience

Younger kids needed fun, game-like experiences, not a high-school tool.

Starting pointLearner engagement before the redesign.
03 · Research

Understanding a student's world.

Read

Immersed in prior research

Studied past iSTART and iSTART Early papers to understand the learning goals.

Listen

Synced with stakeholders

Regular check-ins with the product owner and stakeholder on expectations and limits.

Watch

Observed what engaged kids

In early pilots, storytelling and interactive games drove the most engagement.

04 · Design 1

Crewmate Quest: a paraphrasing game kids replay.

Inspired by Among Us. An alien has taken over your spaceship, and answering paraphrasing questions is how you take it back.

Goal
Make paraphrasing fun, engaging, and replayable
Narrative
An alien invades your ship. You, the crewmate, answer questions to take control back.
Mechanics
2 chances per question · correct, you score · wrong, the alien scores
The loopA student picks the right paraphrase and the crew's score goes up. Wrong answers feed the alien. No aliens were harmed in the making of this game.
05 · Design 2

Five planets, five strategies, three stations each.

Practice became a journey. Every planet has the same three stops, so kids always know what comes next.

  1. Ask It
  2. Reword It
  3. Find It
  4. Explain It
  5. Summarize It
1 · Learn2 · Practice3 · Game
How to read thisThe planet map students travel through. Each landing page opens the same three stations.
Before

Students watched passive videos, and engagement stayed low.

After

Story-based interactive modules, where each screen builds curiosity.

06 · Design challenge

Icons or words? We used both.

I designed icon-based buttons, which are easier for young kids to scan. The stakeholder preferred text only. We met in the middle.

Icon onlyMy first proposal (minimalist me)
NextText onlyStakeholder preference
▶ NextIcon + textWhat shipped: clear for every reader
HelperA simplified version of the three options we compared.
Go deeper: the UX audit of 10+ legacy gamesWhat we fixed across the older games
Audit

10+ legacy games reviewed

Found usability and accessibility issues across the old games.

Redesign

Clearer and livelier

Rebuilt visuals, clarified instructions, improved animations.

Enhance

Stronger contrast

Better color contrast, visual hierarchy, and game mechanics. WCAG 2.2 accessible.

07 · Impact

Engagement went from 60% to 85%.

How to read thisShare of learners who stayed engaged, before and after the redesigned modules.
60 → 85%

Learner engagement

+25%

Reading comprehension, a result shared with the learning science team

WCAG 2.2

Accessible on desktop and mobile

08 · Learnings

What building for kids taught me.

  • Kids learn better through stories, not just content.
  • Stakeholder collaboration improves decisions, but it takes compromise.
  • Game UX is never just visuals. It's feedback, loops, and motivation.

Your move.

Open to Product Designer roles anywhere in the US.

gaurav.inbox29@gmail.com