Design Math for Everyone
UI/UX Designer — Math! Everywhere!
MathTalk Public Benefit Corporation · Cambridge, MA (Remote)
The Short Version
Math! Everywhere! creates the conditions for all children to succeed in math. MathTalk is building M!E! — a location-based, AI-powered mobile app that turns any neighborhood into a math learning environment. Duolingo meets Pokémon Go, for math. We need a UI/UX designer who can create distinct, beautiful experiences for five distinct audiences — younger children, older children, middle schoolers, parents, and teachers — inside the same product.
This is a burst-contract role: focused design sprints on a flexible schedule. Real design challenges, a meaningful product, and the kind of multi-audience UI work that rarely gets prioritized elsewhere.
What Math! Everywhere! Is
Math! Everywhere! is the only platform that unites what schools teach with the mathematical knowledge families and communities carry — bridging the distance between math in a book and math in the real world — for every child, family, and community.
M!E! is a native mobile app (iOS/Android) with six interlocking components:
- Map + MathTowers — Location-based, curriculum-aligned challenges at real places. The neighborhood is the interface. 500K+ steps walked in pilot.
- MathGlasses (Discover + Problem Solver) — AI photo-to-prompt engine. Point at anything in the real world, get a math question. Problem Solver mode translates homework into plain language for parents. 29:45 avg session.
- MathJournal — Multi-year formative assessment portfolio. Every photo, voice recording, and drawing becomes evidence of mathematical reasoning that travels across grades and teachers.
- Minigames — Curriculum-aligned game and puzzle library within the IM framework. 7,248 levels completed in pilot.
- MathBuck$ — Community currency routing education dollars into neighborhood businesses. 2,469 redeemed at 28 local businesses.
- Teacher + Family Dashboards — Web platform (matheverywhere.com). Content release, formative data, curriculum alignment for teachers. Math Moments and family stats for parents.
[Impact Video]
Core Engagement Loops
By uniting what schools teach with the mathematical knowledge families and communities carry, M!E! core engagement loops transform the relationships children, families, teachers, and neighbors have with math — turning everyday moments into AHA! moments.
- Parent Loop — The Everyday Discovery Loop. Notice → Explore Together → Document → Share. A parent photographs a recipe. MathGlasses generates a counting prompt. Parent and child converse in the parent’s own words. 10–17× increase in math conversations.
- Student Loop — The Learning Integration Loop. Discover → Document → Share → Exchange. A student photographs a brick wall. The app generates a pattern question. MathJournal documents the thinking. Work shared with teacher and family.
- Teacher Loop — The Curriculum Loop. Release → Receive → Assess → Exchange. A teacher releases prompts and minigame levels. Students’ math discoveries enter the classroom. The teacher sees the math through their student’s eyes.
[Core Loops Video]
2025 pilot results: 300+ families. 500K+ steps walked. 7,248 game levels completed. 29:45 avg session. 41–53% weekly stickiness. 2,469 MathBuck$ redeemed at 28 local businesses. 86% caregiver satisfaction. 10–17× increase in family math conversations (Brookside, peer-reviewed). 1st place in the Augmented Learning category of the Stanford Accelerator for Learning’s 2026 Create+AI Challenge.
The Design Challenge
M!E! serves three audiences with fundamentally different needs, contexts, and interaction models — all inside one product. Most products serve one audience. The ones that serve multiple usually build separate apps. Duolingo built three (ABC, Kids, main). Khan Academy built two (Kids, main). YouTube Kids uses three content tiers in one shell. M!E! keeps one app with five skins — shared map, characters, and MathBuck$ economy, but distinct interaction models, information density, and visual tone per audience.
Five Skins, One Architecture
- Young Children — TK–2 (ages 4–7) explore a simplified 3D map with fewer POI types and auto-zoom. Entirely icon-driven with voice/audio navigation — no text in the child flow. Oversized touch targets. Characters speak all instructions aloud. MathJournal uses drawing and voice as primary input.
- Older Children — 3–5th grade (ages 8–10) get a richer experience on the same map. Text labels alongside icons. More POI types, deeper interactions. Multi-step missions. Characters shift from guide tone to peer tone. This audience reads independently and wants to feel capable and respected.
- Middle School — 6–8th grade (ages 11–14) get the Math Lab skin: mature aesthetic, student-created missions, Friends system, Crew Feed, evolved characters. Co-designed with rising 6th graders.
- Parents see the same map with a different layer: Math Moments, Family Dashboard, Parent Journal, MathBuck$ tracking. Warm, supportive, confident — designed to help every adult feel like a math person.
- Teachers see classroom dashboards, student progress, formative assessment evidence, and curriculum alignment to Illustrative Mathematics v.360 (TK–8). Professional, efficient, information-rich.
The Specific Design Work
Design sprints are sequenced in four phases:
Phase 1 — Maps
- Student Map — TK–2 Skin — Simplified 3D map, auto-zoom, oversized tower icons, voice-guided navigation. Tower popup with large icon chips (no text). Core constraint: a child holding a phone while walking, who cannot read.
- Student Map — 3–5 Skin — Full 3D Mapbox neighborhood. All tower types, zoom states, density management. Tower popup with four labeled chips. Text + icon navigation. Pokémon Go-informed interaction model.
- Parent Map Overlay — Same map, different layer. Math Moments at towers, community events, Family MathBuck$ balances.
Phase 2 — Journals + MathGlasses
- Student MathJournal — Multi-year portfolio where every photo, voice recording, and drawing lives. TK–2 skin: drawing and voice primary, large capture buttons. 3–5 skin: text entry alongside drawing/voice, tagging, browsable history.
- Parent Journal — Notes, observations, Math Moments saved. Warm and personal.
- MathGlasses — Camera interface for Discover mode (point at anything, get a math question) and Problem Solver mode (photograph homework, get the school’s method in plain language). The primary tool for both student and parent loops.
Phase 3 — Hubs, Treehouse + Profile Switching
- Parent Home Hub — Dashboard, family stats, settings, Math Moments history.
- Student Treehouse — TK–2: simplified avatar, sticker badges, large icons. 3–5: richer customization, progression tracking, backpack inventory. Same bones, two feels.
- Teacher Hub — Classroom view, student progress, content release controls, formative assessment evidence. Professional, efficient, information-dense.
- Backpacks — Student inventory: badges, MathBuck$ balance, collected items, avatar gear. Progression made visible and rewarding.
- Profile Switching — Parents switch between their view and each child’s view. Unmistakable mode shift. Every user always knows whose view they’re in.
Phase 4 — Onboarding
- Family flow — Sign-In → add children → location permission → map. Welcoming and streamlined.
- Teacher flow — SSO → roster import via Clever/ClassLink/Google Classroom → classroom setup.
The Product Stack
- Unity 6.3 LTS (iOS production client) — Adam builds from your specs
- React JSX prototype (rapid iteration) — Omo prototypes with Claude AI
- Mapbox (3D map rendering) with Foursquare POI data
- Firebase (backend, auth, data)
- Nunito Sans (primary typeface), Noto Sans SC (CJK), Atkinson Hyperlegible (accessibility toggle)
You don’t need Unity experience. You design; Adam builds. Understanding mobile game UI patterns (especially location-based) is a strong plus.
What We’re Looking For
Must-haves
- Strong mobile UI portfolio — especially apps designed for multiple user types or age-differentiated audience segments.
- Experience designing for children (ages 4–14) — icon-driven navigation, attention spans, safety considerations.
- Ability to work from a prototype and design system — we have a functioning product and an existing visual language.
- Comfort with async collaboration — distributed team, Slack, Zoom, shared documents.
Strong-pluses
- Experience with games UI, location-based apps, or interactive/animated interfaces.
- Experience with educational products or products serving both children and adults.
- Familiarity with accessibility standards (WCAG) and designing for diverse literacy levels.
- Portfolio that shows range — playful AND professional, minimal AND information-rich.
- Experience designing for AI-mediated interactions — camera-to-output flows, generative content display, loading states for AI generation.
- Fluency with AI design tools (Figma AI, image generation, AI-assisted prototyping) to maximize output within burst-contract timelines.
The Team
- Omo Moses — Founder/CEO, product lead. Co-founded The Young People’s Project with civil rights leader Bob Moses. Drives product vision, prototype iteration, and community relationships.
- Adam Czibere — Unity/iOS developer. Builds the production app from prototype specs.
- Zack Rice — Firebase/backend, cybersecurity. Database schema, auth, API integrations.
- Gabe Arniella — Advisor — Product. Former Niantic (Pokémon Go) and Activision (Call of Duty Mobile). Game mechanics, map UX, engagement systems. Your primary design review partner.
Engagement Model
- Burst contracts — focused design sprints (typically 2–4 weeks), then pause while engineering implements, then pick back up. This is how Activision works with their UI/UX consultant.
- First engagement: 3–4 weeks, focused on Phase 1 (Maps): TK–2 student map skin, 3–5 student map skin, and parent map overlay. Deliverables: annotated mockups, interaction specs, and a lightweight design system (colors, spacing, component patterns) that Adam can build from.
- Ongoing: Every 1–2 months for new sprints. Teacher dashboard, middle school skin, community co-design tools, web platform.
- Compensation: Competitive contract rate, negotiated per engagement. MathTalk is a PBC with active grant funding and contracted pilot projects across multiple cities.
Why This Matters
Bob Moses framed math literacy as a civil right — the gatekeeper to full participation in the economy and democracy of the 21st century. For fifty years, The Algebra Project and The Young People’s Project carried that work into public schools and economically distressed communities. MathTalk carries it forward into every home, every neighborhood, every family. MathTalk envisions a world where all children know that math is for everyone, where all children are able to tap into the power of math to access opportunity, pursue their dreams, and confront the challenges of their generation.
Interested?
Send a portfolio link and a short note about what excites you about this work to omo@mathtalkpbc.com.
If you want to see the product in action, we’re happy to share a TestFlight build and the interactive prototype.
MathTalk Public Benefit Corporation · Cambridge, MA · matheverywhere.com
Pay: Up to $5,000.00 per month
Benefits:
- Flexible schedule
People with a criminal record are encouraged to apply
Work Location: Remote
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