Srinidhi BhatAll case studies ↗

HexChessProduct story · 4 min read

Learning chess on a different board.

A 91-cell chess variant designed around guided learning, readable interaction, and games that survive interruptions.

My role
Learning journey, onboarding & game interactions
Project
Learning & play · Working product
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HexChess — archived product interface

The original playing room: a 91-cell board, legal-move guidance and game controls.

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01 The problem

How can the board become part of the teaching?

A hexagonal board changes movement patterns enough to make familiar chess knowledge unreliable. I designed HexChess around learning by trying: clear targets, feedback on moves, and a route into untimed practice instead of expecting a beginner to absorb a rules document first.

Designed for Chess player learning a different board. Understand a movement rule and try it safely.

User context Design assumption

Recognising familiar pieces in an unfamiliar hexagonal geometry.

The friction
Abstract directions do not automatically translate into a playable move.
Design implication
Teach on the board, then open guided practice.

Example situation · illustrative scenario. Imagine recognising the pieces but no longer trusting your instinct for where they can move. A rules page can explain the geometry; a first move makes it tangible.

02 The outcome

From the first lesson into play.

I connected the 91-cell board to six guided lessons, practice, saved sessions and correspondence sharing. Legal-move feedback helps explain the unfamiliar geometry where the move happens. I have not measured whether the lessons improve learning.

More about the experience
  • Understand the board. The playing surface carries the movement explanation.
  • Try a move. Guidance stays in the context of play.
  • Continue. Practice and a saved game support a return to the board.

03 The direction

Learning through a move

Practice makes a rule concrete. Six guided piece lessons lead into an untimed first game with move highlights.

Product artifact · six guided lessons

My direction. I brought explanation into the interaction: a target, an attempt, feedback, and a recoverable retry.

Process and product scope

I connected a six-part introduction to the first practice game. A learner should encounter a rule on the board, try a move, and carry that understanding into play.

I treated interruption and sharing as parts of the experience. A saved game needs a clear return path, and a correspondence link needs to explain that the other person replies with an updated game rather than joins a live room.

91
board cells
6
guided piece lessons
Offline
after first successful load
  1. See

    Give the lesson one clear target.

  2. Try

    Let the learner select and move.

  3. Recover

    Explain a wrong attempt without ending the lesson.

  4. Play

    Transfer the movement into beginner practice.

04 Design decisions

Teach the board through the next move.

Open a decision to see the reasoning and trade-off.

01

Make movement teachable on the board

Lessons give a specific target, neutral markers, retries, and progress based on actual practice.

Why this matters. A learner can connect a rule to a move instead of memorising abstract directions.

The trade-off. Move previews and legal moves serve different purposes; the interface must explain when inspection ignores king safety.

02

Keep assistance appropriate to the context

Hints and takebacks belong to computer practice; human games remove assistance and pause controls.

Why this matters. Learning support should not silently change the rules of a friendly competitive game.

The trade-off. Assistance rules need to be clear to both players; the interface is not evidence of tournament-grade enforcement.

03

Describe sharing accurately

Correspondence links carry move history and require an updated reply after a turn.

Why this matters. People should understand whether they are entering a synchronized room or receiving a game snapshot.

The trade-off. Long histories create long URLs, and a shared snapshot is readable by anyone given the link.

05 Reflection

Teach the next useful action, then give someone room to try it.

I would follow a new player from a lesson into their first game. A completed tutorial is less useful evidence than seeing them recognise a move, recover from a mistake and continue without an explanation.

What I would evaluate next proposed work
  • observe a new player complete a piece lesson and use the same movement unaided in practice.
  • reload during a game, resume offline, and exchange a correspondence reply while confirming both players understand the snapshot model.
Sources & project scope

This account draws on the project and its documentation. Research personas and design assumptions are labelled separately. The example situation is illustrative; proposed studies are future work. Product stories describe my design contribution; feature counts are not impact measures.

  • Repository README

    Learning, board interactions, saves, offline support, sharing boundaries and existing test scope. Reviewed 15 October 2026.

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