Learning and Insights
Early design input changes everything. Getting into the room during concepting, before directions were set and decisions were made, had a compounding effect on every phase that followed. When UX was considered from the start, curriculum goals and interaction design aligned more naturally, rework during the build phase decreased, and production timelines stayed on track. The earlier design has a seat at the table, the less it has to fight for one later.
Accessibility and usability look different depending on who you're designing for. Although both experiences focused on creating intuitive interactions that met WCAG standards, the student and teacher experiences required fundamentally different approaches. For students, the focus was on clarity, cognitive load, and ensuring every interaction was easy to navigate across all common student devices. For teachers, the priorities shifted toward efficiency, scannability, and how well the experience held up when projected in front of a live classroom. Recognizing those distinct needs early shaped how we approached each experience separately rather than applying a one-size-fits-all standard.
Constraints can sharpen your thinking. Building every interaction inside the Desmos Graphing Calculator was a real limitation, but it also forced a level of design intentionality that looser constraints don't usually demand. Working within a constrained platform meant every interaction had to earn its place, which ultimately led to cleaner, more focused experiences.