Lynnette

AI tutoring, reimagined for accessibility and kindness

Overview

Lynnette is an AI-based tutoring system that provides middle school students with an interface for step-by-step mathematical problem-solving.


I spent a summer at the Carnegie Mellon Human-Computer Interaction Institute spearheading a data-driven system redesign, bringing design thinking to a product used to test learning theories. Beginning with a body of literature on Intelligent Tutoring Systems and a trough of unfiltered data, I identified key improvements, prototyped and developed solutions to issues I uncovered, and handed off design methods for researchers to replicate.

Role

National Science Foundation

REU Intern

Advised by

Dr. Vincent Aleven

Tomohiro Nagashima

Tools

Figma, Miro

HTML/CSS/JavaScript

Timeline

10 Weeks

Jump to Solution →

Lynnette

Problem Space

Design for learning

Dr. Aleven and his team at the HCII primarily use Lynnette to test learning theories in NSF-funded projects. Their prior research indicates Lynnette's effectiveness in student learning, but I was recruited to analyze and improve it from a design perspective. Data-driven redesigns, while common in product design, are rare but growing in research literature. We identified the following research question to guide our process:

How might we improve Lynnette through data-informed approaches?

As a product designer working at a research institution, I aimed to not only improve Lynnette as a product but also to contribute to the body of knowledge in child-computer interaction.

How might I introduce design thinking to the development of educational technology used in research?

Research

What's an ITS? And other groundwork

Literature Review

To understand the context and constraints of the effort, I surveyed literature on educational technology, specifically, Intelligent Tutoring Systems (ITS). I learned that an ITS provides feedback and hints to support step-by-step problem-solving. Lynnette satisfied all three criteria.


ITS are structured this way because research shows that providing reasoning for solved steps deepens conceptual understanding of procedures. Middle-school students often struggle with understanding the principles behind algebraic equations (e.g. memorizing steps rather than learning why they are applied). Thus, cognitive tutors like Lynnette support learning by doing, monitoring learning through performance. Reading about data interpretation gave me a starting point for unpacking problem areas.

  • User Goal — Learn algebra.

  • Product Goal — Deepen middle school students' conceptual understanding of procedural knowledge, particularly for algebraic problem-solving.

  • My Goal — Identify pain points that prevent students from maximizing learning and opportunities that may help students maximize learning. Design solutions for both.

DataShop and Replay Analysis

The lab maintains a data analysis tool called DataShop that I utilized to visualize datasets recorded from past student interactions with Lynnette. I supplemented all of my DataShop findings by observing the steps students had taken, via a step-by-step replay analysis tool created by Max, a developer at the HCII.

How I broke down the data

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How I broke down the data

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How I broke down the data

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Cross-examining my findings from various data analysis methods, I uncovered many of Lynnette’s challenging use cases. I began hypothesizing reasons for these difficulties (specific usability issues). For each hypothesis, I came up with a few questions on (1) the underlying reasons for the hypothesis; (2) how we might solve these problems. I also began noting ways to solve these problems early in the process.

Casting a wide net and creating a robust backlog of usability issues ensured that future designers and developers would have a clear and prioritized roadmap to continue product development after I handed over the design processes.

UX Research

The findings from my data analysis pointed to issues with Lynnette's design. Thus, I proposed a cognitive walkthrough, heuristic analysis, and competitor analysis that would enable us to evaluate the system's usability against industry standards, identifying pain points, areas for improvement, and opportunities. I chose these systematic methods because they could provide broad UX insights rather quickly and did not require additional resources. As the designer on the team, I volunteered to lead these sessions.

Defining the Problem

Narrowing scope, being realistic

At this point, I had a running list of Lynnette issues. I sought to understand students’ mental models and why the data was showing these insights. I did this through user interviews. Unfortunately, we were unable to speak with the middle-school students during their summer break, so we used a proxy: a teacher who led multiple classroom studies. Using this proxy also allowed me to co-generate improvement ideas with an educator's perspective. I aimed to answer the following questions:

Why are students making these mistakes? What would teachers do in replay situations? What kind of support would they give?

In this session, the teacher discussed and categorized issues according to priority (high-low). Using a closed card sort to guide the discussion, I focused my questions on student goals and how a teacher would support students in each scenario.

Developing a Prioritization Framework

Snapshot of Issue List

I had grown the aforementioned list of issues to a meticulous document in which I aimed to (1) collect issues; (2) present the issues as design goals; (3) prioritize the goals; (4) rewrite the goals as questions to be designed for.


Figma time! I was so excited by the patterns I found that I wanted to design from scratch. However, my proposal was met with the feedback to prioritize, as I would not have time to finish a full redesign from the ground up. I had to take a step back and ask myself,

What is the purpose of my redesign? What am I hoping to achieve?

The purpose of my redesign was to help maximize learning, which could be measured by analyzing the learning data collected on DataShop, with smoother learning curves indicating better learning. I decided to prioritize the issues to tackle based on four criteria. (1) Issue severity; (2) Teacher input; (3) Technological complexity; (4) Greatest impact.

How I defined prioritization metrics

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How I defined prioritization metrics

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How I defined prioritization metrics

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Design Changes

Priorities 😤

Lynnette's previous UI was challenging for those with visual impairments or learning disorders. Smaller screens, such as mobile and tablet, exacerbated its inaccessibility. To improve its accessibility, I made changes to Lynnette's colors and typography that were low-lift, engineering-wise. I edited the CSS to remove color blocks, highlighting the connection between the problem and subsequent solving steps.

Lynnette collected an X for every failed attempt at each step, often culminating in an entire row of Xs. To cultivate a kinder system—reward learning rather than punish attempts—I implemented feedback based only on the most recent attempt of each step.

I implemented a single-line type-in, nudging students to consider variables on both sides and homogenizing the problem and input fields. This better aligns with the psychological compulsion observed in students solving problems from left to right.


Students pressed the finish problem CTA prematurely when it was appended beneath an input field. Some also continued typing inputs after pressing the CTA, indicating it was not clear when a problem was successfully solved. I tackled these issues by placing the finish problem CTA in a static location with dynamic text indicating success.

Hint iterations

Two pain points I discovered were that (1) students familiar with the system sometimes “gamed" it using hints; (2) students newer to Lynnette mistakenly pressed the hint button a few times before noticing the "next" CTA within the dialog. I scaffolded the hints to design for these pain points and used a single CTA with a message prompting students to click for hints as needed. I also disabled the CTA and removed the message at the end of the sequence.

There were originally two hint buttons—one under each side of the type-in fields—that triggered the same dialog. Consolidating the hints removes ambiguity. Placing them in a static location also encourages students first to try problem-solving on their own, with the understanding that hints are always accessible.

Let's return to our goals.

  • User Goal — Learn algebra.

  • Product Goal — Deepen middle school students' conceptual understanding of procedural knowledge, particularly for algebraic problem-solving.

  • My Goal — Identify pain points that prevent students from maximizing learning and opportunities that may help students maximize learning. Design solutions for both.

Prototype

A kinder, more accessible version

Impact

Design to maximize learning 🧠

From changing the look and feel to breaking down mental models behind user flows, I demonstrated to the team that design matters. My redesigned version of Lynnette is now used in classrooms by researchers testing various learning theories. It has helped improve student learning—as shown through smoother learning curves—and received positive feedback from students and teachers.

What I learned

I loved this project—its complexity, user needs, and potential for impact. Diving in, I realized that Lynnette was a vehicle for CMU researchers to study how people interact with learning technologies. For years, the focus had not been on the product, but on the findings it could produce. As a designer, I had to reconcile my product-focused mindset with academia’s emphasis on research findings and learn to advocate for the importance of usability without blurring Lynnette’s ultimate goal: helping students learn. I thought of it as a collaborative effort: design x research = max learning all around!


I am grateful for my summer at CMU and excited to apply my knowledge to future endeavors in educational technology and beyond.

I loved this project—its complexity, user needs, and potential for impact. Diving in, I realized that Lynnette was a vehicle for CMU researchers to study how people interact with learning technologies. For years, the focus had not been on the product, but on the findings it could produce. As a designer, I had to reconcile my product-focused mindset with academia’s emphasis on research findings and learn to advocate for the importance of usability without blurring Lynnette’s ultimate goal: helping students learn. I thought of it as a collaborative effort: design x research = max learning all around!


I am grateful for my summer at CMU and excited to apply my knowledge to future endeavors in educational technology and beyond.

I loved this project—its complexity, user needs, and potential for impact. Diving in, I realized that Lynnette was a vehicle for CMU researchers to study how people interact with learning technologies. For years, the focus had not been on the product, but on the findings it could produce. As a designer, I had to reconcile my product-focused mindset with academia’s emphasis on research findings and learn to advocate for the importance of usability without blurring Lynnette’s ultimate goal: helping students learn. I thought of it as a collaborative effort: design x research = max learning all around!


I am grateful for my summer at CMU and excited to apply my knowledge to future endeavors in educational technology and beyond.

Appendix: Research References

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Appendix: Research References

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Appendix: Research References

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