Lachlan McGhie View work

UX / UI Case Study

The Daily 10

Took a maths platform from a single-test-class prototype to a real classroom in three months — sole designer, OOUX methodology.

The Daily 10 student hub shown on desktop alongside the mobile question screen
3 Monthsfrom unscalable prototype to a real classroom
28 Studentsone Year 8 classroom using it in lessons
2 ModesDaily 10 and Warm Up

"Find the issues that could hurt the project before building — not when it blows up later."

What I Inherited

I joined the Daily 10 project as the UX/UI designer after development had already been underway for two years. The platform was created by a high school teacher to improve student engagement, but many user flows required unnecessary steps and the interface lacked clarity. My goal was to modernise the experience while making common tasks faster and more intuitive.

Working closely with the client helped me understand both the educational goals and how teachers expected students to use the platform. Early on, I mainly implemented requested features, but I soon began proposing alternative solutions based on UX principles that better balanced user needs with the client's vision.

I simplified key user flows by reducing clicks and improving navigation. Here are some other key changes:

Difficulty selection redesigned from a dropdown to four visible buttons, each previewing the medals available at that level

Medals & Difficulty

Difficulty selection changed from a dropdown to four visible buttons, so students start immediately — each one previewing the medals they could earn at that level.

The streak system redesigned to show each day of the five-day school week with completed, current and missed states

Streak System & Home Page

I redesigned the streak to match the client's five-day school week — instead of a bare number, it shows the whole week at a glance, marking completed, current and missed days.

Solving The Calculator Problem

The old version sent users to a separate notepad screen — this was breaking the context of the question entirely. The new design keeps the calculator overlaid on the question. I researched existing calculators and found they all followed a similar four-column layout. To keep the experience familiar, I based the design on standard calculators, such as the iPhone calculator.

The Fifth Column

The focus should be on the maths and learning, not on a student scrolling a scientific calculator to answer a question. Each question needed different operations, so the fifth column populated dynamically. I confirmed with the programmer this was buildable before finalising.

A Disagreement, Settled By Testing

The client pushed back — she worried a purpose-built calculator would hand students the answer. A valid concern, but I was confident this was an improvement, so we let the students decide. The feedback was positive. The students found it easy, and it kept them focused on the maths instead of navigating the tool.

This first design held until the class actually used it — the layout problems that surfaced are further down.

The old separate notepad screen beside the new calculator overlaid on the question, with a fifth column of question-specific operations

A Setback Three Weeks In

The Pivot From App To Web

When I first joined, the platform was being built as a native app. A few weeks into my work we learnt about an issue with the school's cybersecurity blocking access to the app. For The Daily 10 to be usable in high schools we would need to rebuild for web.

Converting An Oversight Into A Strength

Find The Important Questions Early

A setback like this taught me the importance of finding the issues that could hurt the project before building, not when it blows up in our face later. This led me to learning OOUX, an object oriented approach to UX design which allowed me to map out a complex product and catch structural issues on the map, before they reached the build.

Key Findings

From Buttons To Hub

The original home screen was three buttons. It told you nothing about:

  • what was due
  • what needed attention
  • what the current focus of the class was

I redesigned it as a hub that surfaces classes, upcoming assignments, current topics, and quick access to all three modes, giving users a real overview the moment they land.

Before and after: the original three-button home screen beside the redesigned hub surfacing classes, assignments and current topic

Class Was Absent From The Original Build

Through the map I had noticed the importance of Class, which wasn't being utilised. Class was just a label for a select group of students who would receive an assignment. The teacher connected straight to Students with nothing real between them. Making Class an actual object gave the teacher a per-class dashboard instead of one overloaded hub. This would make it possible for teachers to manage multiple classes at the same time.

The student class view, prioritising the current topic set by the teacher

Current Topic

Current Topic allows students to focus on the syllabus and tailors student dashboards to what's relevant.

The teacher class dashboard showing per-student completion and topic progress

Class Stats

Teacher monitors the class and ensures every student is completing their assignments and competent in each topic.

Enrolment Needed A Developer

Adding a student to a teacher's class required our programmer to do it manually, which was fine for the testing run but wouldn't scale any further than that. This led me to creating an easy way for students and teachers to be connected in the app without any external involvement.

The teacher creates a class and the app generates a join code

Teachers Create The Class

The teacher creates the class and generates a class code for the students to input.

The student enters the class code, sending a join request to the teacher

Students Join Via The Code

The student inputs the code, sending a request to the teacher.

The teacher approves the request and the student is added to the class

Teacher Approves Student

Once approved, the student is now added to the class.

Unified For A Better Product

Early on, my employer wrote the questions and I designed around them, but it became apparent that the platform only works if the questions work — which required us to all be on the same page. After chatting with the team I built a question creation process based on what everyone in the team needed, because without a shared vision the end product would suffer.

Set Of Ten

As implied by the name "The Daily 10," each subtopic has 10 questions. Each question in the set of ten has a purpose to help the student understand the problem.

Q1 – Q3

Establish

Concept introduced at base difficulty. Core skill only, no edge cases. Student should succeed if they've read the theory.

Q4 – Q7

Build

Complexity increases. Different angles on the same concept. Distractors start targeting common misconceptions rather than random wrong answers.

Q8 – Q10

Push

Edge cases, combined skills, higher-order thinking. A student who gets here has covered the subtopic from multiple directions.

Restructuring The Learning Flow

The old app dropped students straight into questions. The new flow builds in preparation first — topic, subtopic, difficulty, worked example, then questions. Students know what they're doing before they start.

01

Learning Goal

Define exactly what the student needs to understand by the end of the subtopic.

02

Subtopic Theory

Decide what concept to introduce, in what order, and how best to deliver it.

03

Question Design

Each question has a stated cognitive intent and a deliberate position in the ten-question arc.

04

Worked Solutions

Every distractor maps to a real misconception; the solution addresses that specific mistake, not the general method.

Learning Path · 6 Screens

Choose a topic
Topic
Choose a subtopic
Subtopic
Subtopic overview with difficulty selection
Overview & difficulty
Worked example introducing the concept
Worked example
Question screen with the calculator
Questions
End of subtopic results
Results

Wrong Answers Aren't The End

The feedback system has two states. The second one is the most important design decision in the product.

1st Attempt Wrong

A worked solution tied to the specific distractor chosen — not generic. If they forgot to square the base, that's what the solution addresses.

2nd Attempt Wrong

Same concept, different numbers. Still wrong? You move on.

Why This Matters

Generic feedback gets dismissed. Distractor-specific feedback forces students to actually engage with what they got wrong.

User Feedback

My employer tested the app at a high school in Port Hacking. Due to it being a school class I wasn't given the opportunity to go along to view, but I did get feedback through the employer. Regarding the quiz, students reported having problems with:

I created a three-column layout. The first column includes the equation — it's always at the top, so the user will never have it disrupted from view. The next section is the question and input field. The final section is the calculator for desktop, or the number pad for mobile.

The three-column question layout: equation fixed at the top, question and input field in the centre, calculator on the right for desktop and a number pad on mobile

Assignments System

The original assignment system was deeply embedded within the Learning Paths feature, meaning teachers could only create assignments through a learning path. This assumption proved limiting, as feedback from teachers showed they wanted the flexibility to create and manage assignments independently.

Refactoring the system was a significant technical challenge due to the existing codebase. We redesigned the assignment feature as a standalone system that could be accessed from anywhere in the app. Teachers can now create assignments from scratch via the Assignments section, or start from a Learning Path or Class, where relevant information is automatically pre-filled to streamline the process.

Assignments list with Assign Work entry point
Assignments
Choose class, topic, subtopic and difficulty
Choose activity
Set release and due dates
Set timing
Review with per-student difficulty exceptions
Review & exceptions

Once Assigned

Students receive a notification when a new assignment is created (if notifications are enabled), and the assignment also appears prominently on their dashboard so it is easy to find at any time.

Teachers can manage assignments from a single, centralised view. Student progress is clearly displayed, with those who haven't yet completed an assignment automatically appearing at the top of the list, allowing teachers to focus on the students who need attention first.

The teacher management view: student progress listed, with those who haven't completed the assignment surfaced at the top

More Work