My Works

WordTag Adaptive Assessment

The client wanted a quiz. I designed a system that makes kids forget they're being tested.

Role

Lead Designer

Timeline

Jan – Jul 2025

Tools

Figma

Impact

100% kids rated it fun, not a test

The Problem

Measuring learning without breaking play.

Word Tag knew their game was working. They just couldn't prove it.

The app adapted difficulty during gameplay — but slowly. Initial placement used only grade level, which meant a third grader reading at a sixth-grade level and one struggling with simple sentences started in the same place.

The ask was simple: build a 2-minute diagnostic that fits inside a game. But there was a constraint nobody said out loud — a quiz that feels like a quiz defeats the entire purpose of Word Tag.

The Tension

Three goals. One experience.

01

Data Quality

Enough questions to reliably place a learner.

➝ Needs more time

02

Speed

Under 2 minutes. Fast enough to fit inside onboarding.

➝ Needs less time

03

Motivation

Kids must want to keep going — not feel tested.

➝ Needs no pressure

These three goals are in direct conflict. More questions mean better data — but more time and more pressure. We couldn't optimize for all three simultaneously. We had to choose what to protect.

The Decision

We protected motivation first.

If a child feels pressure, they rush. If they rush, the data is wrong. If the data is wrong, the placement fails — and the entire system breaks.

So we designed around a single principle: the child should never feel like they're being evaluated. They should feel like they're competing against themselves.

This changed every downstream decision. Timer design. Question pacing. Feedback mechanics. Distractor structure. All of it was optimized not just for accuracy — but for the feeling of play.

The System

A system that measures without interrupting.

We didn't design two separate tools. We designed two moments inside the game world — each with a different job, but the same principle: the child should never feel like they're being evaluated.

01

The Framework

We didn't design a quiz and a progress tracker. We designed two moments inside the game world — each with a different job.

02

Pacing as Design

The hardest design decision was time.

A fixed 2-minute timer created pressure — especially for younger kids. Missing questions because time ran out felt like failure, not play.

We switched to per-question time limits (~5–7 seconds, calibrated from observed response averages during playtesting). This kept the session fast while removing the feeling of racing against a clock.

03

Feedback as Motivation

In a test, wrong answers feel like failure. In a game, wrong answers feel like information.

We designed three distinct feedback states — correct, incorrect, missed — each with clear visual and motion cues. The goal wasn't to make wrong answers feel good. It was to make them feel like part of the game, not a judgment.

04

Word Fair

Progress tracking had the same constraint: it couldn't feel like a test.

We proposed replacing one gameplay session with Word Fair — a carnival. Six booths. Each booth is a mini-game testing a different vocabulary skill. Kids move through the circuit, collect prizes, and end at a prize booth.

Teachers get six data points across vocabulary breadth and depth. Kids think they went to a carnival.

The Impact

They wanted to play again. That was the proof.

100%

Of children rated the diagnostic as fun

3

Rounds of playtesting with children aged 7–13

7

Mini-games, each mapping to a distinct vocabulary skill

5-7s

Per-question timing, calibrated from real playtesting data

Kid 1

Playtesting participant, age 8

"It was fun, but kind of like a game, not like a test."

"It was fun, but kind of like a game, not like a test."

Kid 2

Playtesting participant, age 10

"I liked playing it more than doing a quiz."

"I liked playing it more than doing a quiz."

Reflection

Motivation is a design constraint, not a nice-to-have.

This project changed how I think about measurement. The instinct when designing assessments is to optimize for data quality — more questions, more formats, more precision. But with children, that instinct is backwards.

If the experience kills motivation, the data is wrong anyway. A stressed child doesn't perform the same as an engaged one.

The design lesson I'm taking forward: in learning systems, engagement isn't decoration. It's infrastructure.

Are you interested in working with me?

Let's build something that works —
and works well.

Open to Relocate

Pittsburgh, PA

Copyright © 2026 Vanessa Chang. All Rights Reserved.

Are you interested in working with me?

Let's build something that works —
and works well.

Open to Relocate

Pittsburgh, PA

Copyright © 2026 Vanessa Chang. All Rights Reserved.

Are you interested in working with me?

Let's build something that works —
and works well.

Open to Relocate

Pittsburgh, PA

Copyright © 2026 Vanessa Chang. All Rights Reserved.