Or a user interface for learning math
High school is when many students typically first encounter some of the greatest difficulties in learning what forms the basis for learning post-secondary level math. Those are, therefore, some very critical years in a student's math educational career. If it is important to get more students to consider entering a STEM career (and I'd argue it is [1]), then it is important to consider how math can be taught to these students so they'd be more interested in it, and be better at it later on.
The following is a long piece discussing the problems facing designing a better math educational experience, complete with the principles of design that can be used to solve such problems, closing with some guidelines for how to create a better course. In principle, all of the following can apply equally well to other subjects, like computing science, or English, but math education is tough, so I’m picking on the hardest as an example.
Math course as a product
Just how do students experience of learning math get formed? Rather than looking at it in a traditional teacher's mindset, let's look at it in terms of a commercial product designer's mindset. That means we see students as interacting with a complete, full-fledged math education product that promises students that they'd get what they want.


