AI that helps while you type

Moving AI from a separate “generate an activity” modal into the editor itself, where teachers run out of ideas halfway through a quiz.

Role
Product Manager: research, shaping, UX, QA
Team
UX researcher, 3 engineers, analyst
Tools
Figma · v0 · Userbrain
+2.5%
creations in the A/B test
4
usability studies with 24 respondents
4
directions weighed before we committed to one
The Wordwall editor with a Generate similar button next to Add an item, on desktop and mobile

AI was already in the product, just not where the work happened

There was already a first-generation AI feature: a “Generate content using AI” button that opens a modal, takes a prompt and drafts a whole activity. It works for teachers who start from a blank page.

Most teachers don't, though. They arrive with a topic and a few questions they want to ask their class. Quiz was the most-created template in both 2023 and 2024, but it had the third-lowest editor completion rate (52.61% against 60.88% on average). The effort sits in the middle of an activity, not at the start.

“I don't even know if I'm gonna remember eight more.”
Usability study participant, two cards into a 10-item set, before leaving to search Google
The existing Generate content using AI button at the top of the editor, and the new Generate similar button below the items
Templates
Each template has a different content shape. A Quiz item is a question with answers and correct/incorrect flags, a Match up item is a keyword–definition pair, and Speaking cards are a single list. One feature had to produce the right shape for each.
Users
There were teachers starting from scratch and teachers mid-way through their own content, and many weren't creating in English, because product is available in multiple languages.
Business
The feature had to justify AI latency and cost, work both for free and paid users, and be measurable in an A/B test, which meant new analytics events and goals.

Find out where AI should help next, and ship the first version

The company goal for the quarter was easier creation. My job was to work out which kind of in-editor AI help would move it, get the team to agree on a direction, and take that direction from research to an A/B test.

Problem

Larger activities are effortful. Quiz is our most-created template, yet only about half of the people who open its editor finish an activity. Teachers start with a few questions in mind and stall when they need ten.

Hypothesis

If AI offers more content in the same format as what the teacher has already typed, right where they are working, more teachers will finish large activities, and finishing more activities leads to more subscriptions.

I owned
Research and prototypes, the solution cards and trade-off discussions, interaction design and states, the measurement spec, and testing in other languages before release.
With others
The direction was agreed with the co-founder and head of design. Engineers built it and shaped the technical approach. Our UX researcher ran design QA and the final usability round.
Success
A positive A/B result on net subscriptions and creations, with AI-assisted creations measured separately.

Five steps from research to release

Watching teachers create, on our prototypes and on other tools

I built clickable, coded prototypes of an in-editor “generate more” for Match up and Quiz in v0, so participants could actually type their own content instead of clicking through static frames. I tested them on Userbrain, then ran three more studies watching teachers build a 10-question activity in four other popular creation tools, each with its own take on AI help. The point wasn't to judge those products. It was to see which patterns teachers actually used when no one was explaining them.

What changed our thinking:

Four directions, and why we picked one

I wrote these up as separate solution cards so the team could argue about them on their merits. Engineers, the head of design and the co-founder all pushed back in the threads, and the decision came out of that discussion.

Not pursuedA · A suggestions pop-up

After a few items, a lightbulb appears. It opens a panel of suggested questions “based on your topic”, which the teacher can add or regenerate.

For
Lets teachers preview ideas before anything lands in their activity.
Against
It's one more surface to notice, open and read. Our research showed that passive suggestions mostly get ignored, and suggestions that are only text still leave the teacher to write the answers.
Exploration: a Content Suggestions pop-up listing suggested quiz questions with a Generate More button
ShippedB · An inline “Generate similar” button

A button sits next to “Add an item”. One click adds a complete new item (question, answers and correct flags) in the same format and on the same topic as the items already there.

For
It's placed where the teacher's next action already is, and the result is an ordinary item they can edit or delete. It covers questions and answers together, works on every template the existing AI supported, and reused that backend, so engineering estimated it at about two days.
Against
It adds one item at a time and needs some content first, so it doesn't help a teacher facing a blank page. We accepted that because the existing modal already covers that case.
Exploration: Add similar (AI) button placed next to Add an item under three quiz questions
On holdC · “Fix my answers” for Quiz

This direction came out of the correct-answer findings. I proposed three versions: a nudge to mark answers, a button to generate or fix them, and AI setting correct answers automatically when the teacher clicks Done.

For
It goes straight at a validation error we saw in every study.
Against
An engineer pointed out that silent auto-fixing edits the activity on the user's behalf. If it gets one answer wrong, people stop trusting the feature, and because it's invisible, nobody learns it exists. The co-founder added that it overlapped heavily with option B. We parked it, kept the principle that AI changes should stay visible and reviewable, and advanced B first.
LaterD · A chat assistant in the editor

This was a broader “editor genie” you could ask to generate more, fix typos, change difficulty or add audio to every item.

For
It's the most flexible option and matches what people now expect from AI tools.
Against
It was the biggest bet, and research showed that separate AI surfaces pull people away from their own content. We wanted to learn whether in-editor help gets used at all before building a whole interface around it.

The smaller trade-offs that made it work

Once we'd picked a direction, most of the design work was in the details, each of them a small decision with a cost:

One per click
Each click adds one item. It's predictable, quick to review and cheap. Batch generation was left until the usability results came in.
Unlock threshold
The AI needs a pattern to follow, so the button stays disabled until there are enough text items. A tooltip explains why. The threshold sits behind a numeric feature switch (zero hides the feature), so we could tune it from data rather than guess.
Same shape
Quiz output follows the teacher's own structure: the number of answers stays within the range of their existing questions.
Speed vs. cost
We used a small, fast model with no caching to start, and reviewed latency and cost once the build was live. A loading state on the button and in the new item shows that something is happening.
Stay in control
Nothing changes without the teacher seeing it. New content appears in the editor like any other item, never silently on save. That came directly from the option C discussion.
Honest errors
Inline messages cover unsupported content (images) and failed responses, with wording aligned with the existing AI feature.
Four states: disabled with tooltip, loading item placeholder, unsupported images error, failed response error Mobile editor: Generate similar disabled, enabled with bilingual content, and with an error

Designing how we'd know

I wanted the A/B test to tell us more than “people clicked it”. Together with product analyst, I specified the events and goals in a developer brief:

A/B TEST Triggered at sign-up · goals: net subscriptions, creations, AI-assisted creations

What broke outside English, and how we chose a fix

Before release I tested the build the way our non-English users create: Ukrainian quizzes, and Polish–English and Spanish–English vocabulary sets. When the activity kept its default “Untitled” name, output drifted. The UX researcher's usability sessions showed most testers never named their activity.

To decide whether the problem was big enough to block release, I checked real data rather than the test sessions. In September only 2.3–3.1% of new activities in the UK, US, Ukraine and Poland were left untitled. Real teachers name their activities, even though testers didn't, so we went ahead.

Outcome & takeaways

What shipped

  • “Generate similar” on desktop and mobile, across the templates supported by the existing AI.
  • Released behind a feature switch as an A/B test, which showed +2.5% creations among paid users.
  • Analytics events and goals we could reuse for later AI features.
  • Follow-up cards for auto-titles and fixing Quiz answers.

What I'd carry forward

  • Put AI where the user’s next action already is, and never let it change content silently.
  • Weigh overlapping AI ideas side by side, not one card at a time. Choosing what to build first mattered as much as how to design it.
  • Test in your users’ languages, and check real usage data before adding UI to fix an edge case. Here it showed a warning wasn’t needed.

The throughline

AI features are easy to add and easy to ignore. What made this one useful wasn’t the model. It was where it lived: next to the button teachers were already about to press, producing content they could see and edit.