World Geography Interactive

Web Application Design

Designing a flexible geography teaching platform for classrooms and homeschool environments.

Role

UX/UI Designer

Front-End Developer

Timeline

2 years

Project Type

Web-Based Educational Interactive

Tools

Figma

Cursor

Background

A new World Geography curriculum required a digital teaching companion.

Problem

Teachers relied on separate physical maps that could not be combined or customized during lessons.

Solution

Designed a layered map platform with annotation tools and customizable overlays.

Outcome

Reduced map production time by 50%, reduced interactive creation time by 85%, and received overwhelmingly positive teacher feedback.

Problem

Why Build It?

The project began when the HESS (History, English, and Social Studies) curriculum team approached us with an ambitious vision.

They imagined:

Interactive globes

Real-time geographic data

Complete teacher control

Highly immersive experiences

At the same time, teachers were already expressing frustrations with the existing workflow. A typical geography lesson required multiple physical maps: Political maps, Physical maps, Border maps, Longitude & latitude map. Teachers could switch between them, but they couldn't combine them.

Base

Physical Features

Countries and Capitals

Political Divisions

Base

Countries and Capitals

Physical Features

Political Divisions

Opportunity

Teacher feedback revealed a consistent desire:

Give us the ability to mix and match information based on the lesson we're teaching.

Some teachers even suggested transparent overlays as a possible solution. This insight became the foundation of the project.

Research

Understanding Classroom Workflows

To better understand how geography was taught, I began thinking from a teacher's perspective. My mother is a teacher, which gave me familiarity with classroom workflows. To validate assumptions, I spoke with teachers throughout the building and collected lesson activities they regularly used.

Understanding Classroom Workflows

After gathering responses, I organized them into recurring categories.

The activities consistently clustered around:

Feature Identification

Locating rivers, mountains, cities, and landmarks.

Mapping Exercises

Comparing borders, regions, and terrain.

Geography & Human Activity

Understanding how geography influences settlements and civilizations.

Classroom Collaboration

Annotating maps together during instruction.

Feature Identification

Locating rivers, mountains, cities, and landmarks.

Geography & Human Activity

Understanding how geography influences settlements and civilizations.

Mapping Exercises

Comparing borders, regions, and terrain.

Classroom Collaboration

Annotating maps together during instruction.

Key Insight

Teachers weren't asking for more information. They were asking for more flexibility.

Constraints

Technical Constraints

Abeka products must:

01

Work offline

02

Run across all supported devices

03

Remain stable for long classroom sessions

This immediately eliminated many stakeholder ideas involving live geographic data.

Content Constraints

The maps needed to:

01

Match curriculum exactly

02

Align with textbook content

03

Support teacher lesson plans

Educational accuracy took priority over visual novelty.

Business Constraints

The team needed a solution that was:

01

Maintainable

02

Scalable

03

Easy to update

Future curriculum revisions could not require rebuilding entire experiences.

Key Design Decisions

Decision #1

Globe to Layered Maps

Stakeholder Vision

  • 3D globe

  • Live geographic data

  • Highly immersive interactions

Challenge

Existing tools already provided those experiences. Building another version would add complexity without solving the teacher's core problem

Solution

A layered map system

Why?

  • Enable borders

  • Show political regions

  • Reveal capitals

  • Toggle longitude & latitude

  • Combine multiple layers simultaneously

Outcome

A simpler system that directly supported classroom instruction.

Decision #2

Curriculum Fidelity Over Novelty

Rather than creating entirely new maps, we built around the exact maps used throughout the curriculum.


This ensured consistency between:

  • Books

  • Lessons

  • Interactive activities

Outcome

Students encountered the same visual language across every learning environment.

Design Evolution

Phase 1: Defining the MVP

The project began as a collaborative effort between three designers. Our goal was to determine the minimum feature set capable of supporting the new curriculum while remaining technically feasible.

What We Learned

The maps solved the layering problem but lacked support for active classroom instruction. Teachers could view information. They couldn't meaningfully interact with it.

Project Pause

The project was temporarily halted after the third-party map assets failed to meet curriculum standards. During this period, the team was reassigned and development stopped for approximately one year.


When the project resumed, I became the sole designer responsible for its direction and implementation.

Phase 2: Designing for the Classroom

With the product back in development, I revisited the experience through a different lens. Instead of focusing on maps, I focused on teachers.


Through conversations with educators and workflow research, I identified a broader need:

  • Teachers didn't just need map layers.

  • They needed tools to teach with those layers.

  • This insight fundamentally changed the direction of the product.

Visual Refinements

Simplified Navigation

Consolidated controls into a clearer structure.

More Flexible Layout

Created space for future teaching tools and annotations.

Improved Information Hierarchy

Prioritized lesson content over interface chrome.

Stronger Visual Identity

Established a more cohesive educational product experience.

Simplified Navigation

Consolidated controls into a clearer structure.

Improved Information Hierarchy

Prioritized lesson content over interface chrome.

More Flexible Layout

Created space for future teaching tools and annotations.

Stronger Visual Identity

Established a more cohesive educational product experience.

Teacher Tools

After the project resumed, I revisited the product from a new perspective

Instead of asking:

What should the map do?

I asked:

What would a teacher want to do during class?

Annotation Toolkit

Inspired by tools such as: Figma, FigJam, Miro. I designed a classroom-focused annotation system.

Drawing Tool

Teachers can: Draw freely, Adjust color, Change stroke size, Erase annotations

Text Tool

Allows instructors to add custom lesson information.

Pins

Place markers anywhere on the map.

Shape Builder

Highlight regions and create custom learning exercises.

Outcome

Reduced interface complexity while keeping advanced functionality accessible.

User Testing

The toolbar originally lived at the bottom of the screen. Testing revealed a problem. Teachers felt it blocked important map content. As a result, the toolbar was moved to the side.

Internal Tools

Existing Workflow

One of the biggest problems wasn't the classroom experience.

It was content production. Creating a single interactive required:

01

Exporting InDesign assets

02

Converting images

03

Encoding assets manually

04

Editing code

05

Updating titles

06

Updating icons

The process took approximately:

20 Minutes Per Interactive

Additional Problem

Map legends were baked into images. This created: Maintenance issues, Zoom limitations, Additional design work

Solution #1

Dynamic Map Legend

I moved legends into the interface itself.

Benefits:

  • Scales with zoom

  • Easier updates

  • Reduced production work

Outcome

Reduced map production time from:

3 days

1.5 Days

Solution #2

Interactive Builder

I designed and developed a map builder that allows creators to:

  • Bulk upload map assets

  • Rename layers

  • Add new layers

  • Remove layers

  • Configure map legends

  • Update metadata

without touching code.

Outcome

Reduced setup time from:

10 Minutes

1 Minute

Validation

Throughout development, teachers reviewed prototypes and provided feedback. The response was overwhelmingly positive.

Key Findings

Comments included:

"This is everything we've ever wanted."

and:

"I wish I could go back to teaching just to use this."

Key Findings

Finding 1

Flexibility mattered more than visual novelty.

Finding 2

Annotation tools became core workflow features.

Finding 3

Layer combinations supported a wider range of lessons than static maps.

Impact

Teacher Impact

Teachers can:

  • Combine map types

  • Annotate lessons live

  • Create custom learning activities

  • Adapt maps to classroom needs

Organizational Impact

Reduced map creation workflow:

3 days

1.5 Days

Reduced interactive setup workflow:

10 Minutes

1 Minute

Product Impact

Created a scalable framework capable of supporting future geography content.

Reflection

What I Learned

The biggest lesson from this project was that innovation isn't always about adding more technology.


Initially, the vision centered around:

  • 3D globes

  • Live data

  • Complex interactions


But teacher research revealed a different need. What users actually wanted was flexibility.


By focusing on classroom workflows rather than technical novelty, we created a solution that was easier to maintain, easier to teach with, and more valuable to instructors.

Interested in working together?

I’m seeking product design opportunities where I can drive measurable outcomes and collaborate with cross-functional teams.


Let’s connect.

Interested in working together?

I’m seeking product design opportunities where I can drive measurable outcomes and collaborate with cross-functional teams.


Let’s connect.

Interested in working together?

I’m seeking product design opportunities where I can drive measurable outcomes and collaborate with cross-functional teams.


Let’s connect.