Amplify

Designing a Rule-Based Guidance System for K–8 Learning

How should educational software decide when to help—and when to let students struggle?

Overview

At Amplify, I partnered with Product, Engineering, Curriculum, and User Research to design the interaction system behind the Virtual Tutor. My role focused on translating learning goals into interaction rules that determined when guidance appeared, how students progressed, and how support adapted across K–8 learners.

We developed two behavior models:

  • K–5: structured guidance to build confidence

  • Grades 6–8: delayed intervention to encourage independence

Collaboration Model

This system was developed cross-functionally:

  • Product: defined learning goals and made final decisions

  • Curriculum: ensured instructional alignment

  • Research: validated timing and effectiveness of guidance

  • Engineering: implemented interaction rules and edge cases

  • My role: translated inputs into a structured interaction system with clear rules, flows, and documentation

My key contributions

  • Defined interaction rules and progression logic

  • Designed attempt-based guidance thresholds

  • Co-designed Grades 6–8 activity flow with Product

  • Documented system behavior for Engineering implementation

  • Aligned interaction design with Curriculum and Research inputs

  • Iterated system based on usability findings

The Challenge

The challenge was defining when and how a Virtual Tutor should intervene in student problem solving.

We needed a system that:

  • supported younger learners without blocking momentum

  • preserved independence for older learners

  • remained consistent across a large set of activities

  • could be implemented reliably by Engineering

The solution required a clear, rule-based interaction model rather than ad-hoc guidance behaviors.

Grade Comparison


K-5

  • Needs confidence

  • Frequent feedback

  • Immediate help

Grades 6–8

  • Wants independence

  • Exploration

  • Delayed intervention

Interaction System (Core Framework)

The Virtual Tutor followed a rule-based system driven by:

  • grade level

  • number of attempts

  • completion state

Each rule defined:

  • when support becomes available

  • when support escalates

  • when support becomes required

  • how progression continues

This ensured consistent behavior across all learning activities.

Principles

Rule-Based Guidance Progression

Each incorrect attempt triggered a predefined level of support.

This progression encouraged persistence while preventing students from becoming stuck on a single problem.

This diagram shows how a K-5 student moves from one activity to the next.

K–5 Interaction System

Goal: Build confidence through active support.

Younger learners received earlier and more explicit guidance to maintain momentum and reduce frustration.

Three-Attempt Progression

Attempt 1: Interpretive feedback encourages another independent try.

Attempt 2: The Virtual Tutor provides a contextual hint.

Attempt 3: The Virtual Tutor reveals the solution, explains the reasoning, and advances the student to the next activity.

Beyond Attempt 3: After the solution is revealed, students may continue submitting answers. Incorrect responses trigger the solution to be shown again, and progression is locked until the correct answer is entered.

Why this worked

Younger students often persist without seeking help. Early structured intervention helped prevent frustration while maintaining engagement.

Grades 6–8 Interaction System

Design Goal: Encourage independence through thoughtful support.

Older learners were given more time to explore and solve problems independently before receiving structured guidance.

We tested an interaction model that allowed students to choose whether to begin with support or attempt the problem on their own.

Independent Progression

Start: Students choose independent entry

Attempts 1–2: Independent work (optional access to Virtual Tutor)

After Attempt 2: Required interaction with Virtual Tutor

After Attempt 4: Problem decomposition option becomes available

After Attempt 5: Guided decomposition is initiated

Step by Step Progression

Start: Students choose guided entry

Attempts 1: Independent work

Attempt 2: The Virtual Tutor provides a contextual hint.

Attempt 3: The Virtual Tutor reveals the solution, explains the reasoning, and advances the student to the next activity.

Beyond Attempt 3: After the solution is revealed, students may continue submitting answers. Incorrect responses trigger the solution to be shown again, and progression is locked until the correct answer is entered.

Why this worked

Students engaged more deeply when allowed to struggle before receiving support. Delayed intervention improved persistence and ownership.

Comparing the Interaction Systems

Both systems shared the same rule-based foundation.

The difference was timing of intervention:

  • K–5 → early scaffolding

  • 6–8 → delayed, progressive support

This allowed a single framework to adapt across developmental stages.

Implementation Layer

Screenshot from K-5 production guidelines. You can view the document here.

Interaction Rules

I defined a set of interaction rules that translated the system into implementable behavior for Engineering.

Each rule specified:

  • the trigger condition (e.g., incorrect attempt count)

  • the system response (hint, encouragement, decomposition, etc.)

  • the progression outcome (what the student sees next)

These rules ensured the Virtual Tutor behaved consistently across all activities and could be implemented without ambiguity.

Documentation
Created and maintained a production handbook that documented interaction behaviors, UX standards, and reusable patterns, providing teams with a shared reference that improved consistency and streamlined collaboration.

Screenshot of 6-8 Virtual Tutor behavioral guidelines. You can see a video scroll of it here.

Visual Communication Standards

To ensure consistent implementation across teams, I defined visual communication standards for how the Virtual Tutor’s guidance appeared in the product.

These standards gave Design and Engineering a shared visual language for implementing guidance consistently across the product.

Documentation
Created and maintained a living design handbook that documented interaction behaviors, UX standards, and reusable patterns, providing teams with a shared reference that improved consistency and streamlined collaboration.

Validation and Iteration

We tested whether guidance appeared at the right moments.

Key findings

  • Early intervention reduced engagement for Grades 6–8.

  • 6-8 Students were more likely to choose Try one over doing the activity Step by step.

  • Younger learners benefited from earlier support.

Design change

We delayed guidance for older learners, increasing opportunities for independent exploration before intervention. These findings confirmed that guidance timing—not simply guidance availability—had the greatest impact on engagement.

Impact

  • Defined a reusable interaction framework for K–8 guidance.

  • Enabled age-appropriate support without creating separate interaction paradigms for each activity.

  • Created implementation-ready documentation used across Design and Engineering.

  • Established consistent Virtual Tutor behaviors across hundreds of learning activities.

  • Refined guidance timing through usability testing.

Reflection

This project reinforced a key principle in interaction design:

Effective systems are not defined by how much guidance they provide, but by when that guidance appears.

Designing the Virtual Tutor wasn't about making guidance more visible—it was about defining interaction rules that introduced support only when it added value. That principle continues to shape how I think about designing adaptive systems today.