StepGuide

Provides interactive, step-by-step solutions that scaffold learning from foundational skills to final answers, making math accessible for every student.

Provides interactive, step-by-step solutions that scaffold learning from foundational skills to final answers, making math accessible for every student.

Provides interactive, step-by-step solutions that scaffold learning from foundational skills to final answers, making math accessible for every student.

Role

Product Designer

Team

1 PD, 1 PM, 2 engineers

Timeline

Dec'23-Mar'24

Overview

What is VoyageMath?

VoyageMath is a classroom-first, gamified math practice platform for middle schoolers. Students climb a mountain (their "voyage") by solving problems, unlocking rewards, and building confidence along the way.

What is StepGuide?

StepGuide is VoyageMath's breakthrough learning feature. When students get stuck, it breaks down complex problems into digestible, interactive steps—scaffolding their path from confusion to understanding.

Context: Why We Built This

📉 Learning Crisis

Post-COVID, middle schoolers fell 2+ years behind in math. The achievement gap widened dramatically.

😰 Overwhelmed Teachers

1:30 ratio made personalized support impossible. Teachers couldn't reach struggling students.

🚫 Tool Gap

Existing practice tools: too basic (flashcards), too rigid (one-size-fits-all), or no helpful feedback.

🎯 Our Opportunity

VoyageMath's gamified platform had engagement. But students needed help solving problems, not just motivation to try.

Problem Statement

Understanding the Landscape

Before building anything, we playtested leading math practice tools with 20 students, interviewed few teachers, and analyzed Wayground's existing usage data to understand students' behavior in mathematics.

What We Found

65% never clicked "Show Solution" because students saw help as failure. IXL cuts points for hints and DeltaMath shows all steps at once.

"I feel dumb seeing all those steps." Full solutions overwhelmed students and confirmed their fear it was too hard, so they skimmed and moved on.

80% guessed randomly because it was faster than reading long explanations. Learning turned into a guessing game instead of real understanding.

Teachers need tools that reduce "I don't get it" interruptions and clearly show student progress for independent work.

Based on these insights, we framed our challenge:

For Students

How might we reduce fear and build confidence through patient, step-by-step guidance?

For Business

How might we create a high-frequency practice tool that teachers trust and schools adopt at scale?

Approach

Traditional practice tools took two equally bad paths:

Get it wrong → Punishes student or Shows entire texty solution → Overwhelms students → Gives up

What we needed to build instead:

Get it wrong → Break into digestible steps, one at a time → Nail the next one

Our approach was simple: mimic how great teachers teach:

1

Break the problem into manageable pieces

2

Show one step at a time, not everything at once

3

Build on what the student already understood

4

Celebrate small wins along the way

Journey

v1

CHAT STYLE

Six iterations. Each one bringing us closer.

Version 1 started with good intentions. AI-tutor style guidance, helpful hints, encouraging feedback. Students had other ideas.

What we built

  • Chat-style interface inspired by ChatGPT

  • Problems broken into 3-4 steps

  • Hints + MCQs + encouraging feedback

What we learned

  • Students skipped long context entirely

  • Hints went unread

  • Validations disrupted flow

v2

REFINING BASICS

What we changed

  • Shortened context to one sentence

  • Highlighted hints visibly

  • Made step names sticky

What we learned

  • Students only read hints, skipped main question

  • Step names completely ignored

v3

STEP FLOW PANE

What we changed

  • Added left pane showing step flow

  • Answers carried forward between steps

  • Full step sequence visible

What we learned

  • Students ignored the sidepane - anything outside main focus was overlooked

  • Screen felt noisy and cluttered

v4

CLUTTER REDUCTION

What we changed

  • Collapsed completed steps

  • Added visual examples

  • Cleaner interface

What we learned

  • Collapsing worked! Students focused better

  • Examples boosted accuracy

  • But some confused examples with actual questions

v5

BREAKTHROUGH

What we changed

  • Dropped chat UI completely

  • Removed all filler content

  • Clean pen-and-paper style flow

  • Visual scaffolding

What we learned

  • Students FINALLY understood step connections

  • Could explain full flow after 3-4 problems

  • This was the breakthrough moment

  • Just needed one final refinement

v6

THE FINAL VERSION

We removed the example box. That was it—the only change from V5.

In testing, students didn't say "this looks like a lot of work" anymore. They said "wait, that's it?" They stopped skipping. They stopped staring at the screen, paralyzed.

Version 6 didn't feel like homework. It felt like solving a problem with a friend beside you.

What we changed

  • Removed example box

  • Kept everything else

What we learned

  • Universal preference in testing

  • Intuitive and non-threatening

With the interaction design working, we focused on visual polish. We iterated until StepGuide felt less like software and more like working through problems on paper.

Playful interface

Playful interface

Familiar paper feel

Familiar paper feel

Visual scaffolding

Visual scaffolding

Building the System

We had the design. Now we needed to scale it from 5 skills to 500+ with content designers and subject matter experts.

We established guiding principles, standardized the anatomy of each step, and created guidelines for choosing interactive components.

Guiding Principles

🧱 Scaffolding

Break problems into foundational chunks. Build from simple to complex.

🔗 Continuity

Each step flows into the next. Students see clear connections.

✏️ Replicability

Students can recreate the solution on paper after completing the StepGuide.

📐 Clarity

Each step is a smaller question. Active thinking, not passive reading.

Anatomy of a Step

Every StepGuide follows the same structure, making it predictable and learnable:

Divide:

3

5

÷

2

15

Step

1

Step Content

Include all the information students would require to answer the step

Instruction

Tell students what they’re expected to do in this step

Interactive component

This is the part that students interact with. It could be in different formats (like FIB, MCQ), based on the question being asked.

Divide:

3

5

÷

2

15

Step

1

A

Step Content

Include all the information students would require to answer the step

B

Instruction

Tell students what they’re expected to do in this step

C

Interactive component

This is the part that students interact with. It could be in different formats (like FIB, MCQ), based on the question being asked.

Interactive Components

Starting with Fill in the Blanks and Multiple Choice, I established the base interactive components.

FIB

MCQ

The team evolved these into specialized interactions for complex math concepts: factor trees, long division, grids, graphing, number lines, and more.

Factor trees

Graphing

Long division

Grids

With this system in place, 8 content designers and 10 subject matter experts scaled StepGuide across 500+ math skills, creating nearly 1,500 unique designs.

With this system in place, 8 content designers and 10 subject matter experts scaled StepGuide across 500+ math skills, creating nearly 1,500 unique designs.

Behavioral Insight

After launch, we observed three distinct behavioral patterns:

50%

Skippers

Never used StepGuide. Saw it as an interruption.

30%

Burnt

Did at least one StepGuide, skipped the rest.

20%

Religious

Used it consistently. These were rare.

These 50% Skippers were the problem. They never gave StepGuide a chance.

Why skip? Students did the math:

Guessing was faster, easier, and could earn more reward than learning.

Aspect

Current Incorrect Question
(Using StepGuide)

Moving to Next Question (Skipping)

Effort Required

Higher (Several Steps to Correct Mistake)

Lower

Mastery Score Impact

None (Current Setting)

Possible Gain if Guess is Correct

Step Rewards

Half the Steps Compared to Correct Initial Answer

Full Steps if Answer is Correct

Learning Potential

Higher (Detailed Understanding of Mistake)

Lower (Missed Learning Opportunity)

Question Limit Awareness

Not Apparent (Students think questions are unlimited)

Possible Gain if Guess is Correct

The Fix

We repositioned StepGuide from punishment to opportunity:

Mountain hidden

No visible rewards

Felt like consequences

50% skip rate

Mini mountain visible

Bonus steps shown

Framed as "reattempt"

20% drop in skip rate

Impact

500k+

StepGuide completed

30%

accuracy boost after 2–3 StepGuides attempts

Stats are cool. Student reactions are better:

What Stuck With Me

Great design isn't just about craft. It's about understanding what drives behavior. Motivation matters more than interface perfection. Failure reveals insights research can't. And scaling to 500+ skills requires thinking in systems, not just screens.

Most importantly: question your assumptions early and often. Every version I built was based on what I thought students needed. Only by watching them use (or skip) it did I discover what they actually needed.

Looking for a designer?

If you're building something cool and need a hand, I'm all ears.

© 2026 AMAN JAIN

Looking for a designer?

If you're building something cool and need a hand, I'm all ears.

© 2026 AMAN JAIN

Looking for a designer?

If you're building something cool and need a hand, I'm all ears.

© 2026 AMAN JAIN