Agents of Influence

Redesigning the teacher facing experience

A laptop on a wooden desk showing a performance reporting dashboard for students, with tabs for overall performance and mission progress, surrounded by books, notes, a pen, and a blue water bottle, with a plant and windows blurred in the background.

Agents of Influence is a spy-themed educational game designed to help middle school students develop skills for identifying misinformation.

The challenge

Teachers were having difficulty understanding and navigating the game's Assess experience, which presented student performance data across multiple reports.

As a UI/UX Design Intern, I helped evaluate and redesign this experience. I began by auditing the existing interface, identifying usability and information hierarchy issues, and exploring design directions that were later incorporated into the team's broader redesign.

Role: UI/UX Design Intern
Timeline: Feb. 9–23, 2026
Tools: Figma
Team: UI/UX Design Team + Company Director

My contribution

  • Audited the existing Assess experience

  • Identified usability and information hierarchy issues

  • Recommended improvements to teacher-facing microcopy

  • Created exploratory sketches

  • Shared design insights that informed the broader redesign

01. Auditing the Assess Experience

I evaluated the Assess experience from a teacher's perspective, focusing on how easily educators could find, understand, and compare student performance information. My audit focused on five areas:

  • Findability — Can teachers quickly locate student performance information?

  • Comprehension — Can they understand what the scores and visualizations represent?

  • Hierarchy — Is it clear which information deserves attention first?

  • Context — Can teachers understand the game's terminology without prior game knowledge?

  • Scanning — Can teachers compare student performance efficiently?

Key issues I identified

01 — Information overload
Important data was competing for attention.

02 — Limited hierarchy
Primary and secondary information were not clearly distinguished.

03 — Inefficient use of space
Charts and content were often compressed into small areas.

04 — Game-specific
Teachers unfamiliar with the game could struggle to interpret the data.

05 — Inconsistent presentation
Different parts of the Assess experience used different layouts and interaction patterns.

These findings became the foundation for my design recommendations and exploratory sketches, which I shared with the team as they developed the broader redesign

class overview Report page

A digital screenshot of a user interface for student assessment, featuring a dark blue sidebar with menu options like Home, Assess, Manage, Resources, and Launch Game. The main area has a chart showing student scores with color coding, and pink annotations highlighting various features such as color coding, underlined names, and suggestions for layout improvements. There is also a grey text box at the top with a paragraph about layout and design tips.

Deep Dive Report page

Analysis report webpage showing game performance and assessment data with annotated notes on spacing, readability, communication, and graph clarity, including bar charts and performance metrics.

02. Exploring Design Directions - class Overview Report

The problem

The original dashboard compressed important performance information into a small space, making it harder for teachers to interpret and scan.

Original Interface

Screenshot of an educational software dashboard with a sidebar menu on the left for navigation, a top bar indicating the current teaching module, and a main section displaying a student assessment table. The sidebar includes options such as Home, Teach, Assess, Manage, Resources, and Launch Game. The table shows student names, their correct answers, total questions, percentages, conversation analysis, research, and analysis percentages, with some data missing or marked as hashes.

Opportunity

Give the chart and performance data more space while prioritizing the information teachers need most.

Exploring a direction

I translated the audit findings into a rough concept sketch, focusing on:

  • Scannable performance data - color-coded only the overall score to help teachers quickly assess class performance and quickly identify students they may need to take a closer look at.

  • Color as information - Introduced a clear key to explain what each performance color represents.

  • Guiding microcopy - Added instructional cues to clarify what information is interactive and where each interaction leads.

  • Prioritizing primary information - Gave the performance chart more space while removing secondary details, such as roster numbers and question counts, that were less useful for an initial overview.

Hand-drawn diagram of a student grade analysis interface, showing menu options like Home, Teach, Reports, Manage, resource, Launch, and a graph explaining grade levels. It highlights features such as immediate orientation, adding in color key, guiding microcopy, easy scan grade, and a class section with student names and grades for Johnny and Claire.

Teams Redesign

Screenshot of a digital interface showing a student performance report with a table listing students' names and their percentage scores, featuring color-coded performance levels and navigation menu options on the left, with a welcome message for Agent Ella F.

How my Design thinking was carried forward

The team's redesign reflected several of my ideas:

  • Better use of space - The chart was expanded to make better use of the available space on the page, making the data easier to read and interact with.

  • Less overwhelming data - The table was simplified with more intentional color coding

  • A clear performance key - A color-coded key was added to help teachers quickly understand what each performance level represents.

  • Clear guidance for interacting with data - Guiding microcopy was added to show teachers how to interact with the student data and make the most of the available information.

03. Exploring Design Direction - Deep Dive Report

Problem

The deep-dive report relied on extensive game-specific knowledge, making student performance difficult for non-playing teachers to interpret.

Original Interface

Analysis report on student performance in critical thinking skill overview, showing bar graphs of skill and subskill performance, with detailed scores and comments on analysis performance, skills, and subskills.

Opportunity

Provide clearer context and intuitive visualizations so teachers can quickly understand what the data represents, why it matters, and how it relates to student performance.

Exploring a direction

I explored ways to make the report understandable without requiring teachers to already understand the game.

I focused on:

  • Adding context first - Explain why the information matters and how teachers can use it before anything else.

  • Refine the graph- Clearly label the graph with a descriptive title and both x- and y-axis labels, so teachers can understand the data at a glance without relying on the accompanying text analysis. Each chart should communicate its key takeaway on its own.

  • Let the chart do the explaining — Remove redundant text that simply repeats what the chart already communicates. Instead, use that space to provide context or guidance that helps teachers decide what to do next.

  • Make the skill breakdown more interactive — Reformat the chart to give it more space and make each skill easy to explore and click through.

Hand-drawn diagram of an analysis report with sections for student name, overall grade, skill score, and performance details, annotated with notes about layout, features, and purpose.

Team Redesign

Screenshot of educational content titled 'Analysis Deep Dive' showing a section about skill overview with a diagram of interconnected nodes and a small infographic about school politics.
Screenshot of an educational assessment report showing a student's score with a bar chart, scoring 13 out of 17 points, 76%, for class 2, student Simon Co, with detailed analysis on strengths and weaknesses in core concepts.
Screenshot of an academic evaluation report titled 'Analysis Skill Performance' showing scores for evidence performance and subskills like evaluating relevance of evidence and recognizing presence of evidence, with feedback comments and resource links.

How my Design thinking was carried forward

The team's redesign reflected these directions through:

  • More context upfront - The skill overview was rewritten to clearly explain what teachers are seeing on the page and why it matters. The section is also collapsible, allowing teachers to hide it once they understand the information and keep the focus on the data.

  • Less redundant explanation - Text that simply repeats what the charts already communicate was reduced, creating more space for helpful context, guidance, and actionable next steps.

  • A more interactive skill breakdown - The skill breakdown was given more space and restructured to make individual skills easier to explore, helping teachers quickly identify where students may be struggling.

04. Reflection

As an intern, I learned how to contribute to an existing product by identifying problems, translating observations into actionable design opportunities, and communicating ideas clearly enough for a larger team to build on them.

This project also changed how I think about design exploration. A sketch doesn't need to become the final interface to be valuable, it can help a team see a problem differently and establish a direction for solving it.

My biggest takeaway: UX influence can happen through the quality of the questions you ask, the problems you identify, and how clearly you communicate potential solutions.