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Mather

Mather is an Apple-platform learning playground for kids ages 2–12.

The product is moving from a flat set of math mini-games into a capability-based Explorer Lab: kids choose what they want to grow — numbers, geometry, physics, geography/world knowledge, and future chemistry/electronics — then choose how they want to play: learn, explore, review, challenge, or timed.

The core design principle is simple: make real concepts feel like play. Mather uses touch, motion, audio, haptics, room movement, cards, and device sensors to turn abstract learning into concrete experiences.

Product direction

Mather is built around:

  • Capability lanes instead of isolated game tiles
    • Numbers Lab
    • Geometry Lab
    • Physics Lab
    • Geography Lab
    • Discovery Cards / recall substrate
    • future Chemistry Lab
    • future Electronics Lab
  • Staged gameplay inspired by Make & Break
    • concrete action
    • pictorial model
    • abstract naming
    • embedded recall
    • choice/card quiz
    • transfer challenge
    • mastery tracking
  • Child agency
    • kids can choose what to play and how intense it should be
    • calm, explore, challenge, and timed modes should coexist
  • Fast, loved mechanics
    • Bond Blast-style pairing is a reusable pattern
    • Mix-Match-style recall is embedded across capability lanes
  • Sensor-rich play
    • use the available iPhone/iPad sensors when they make learning more fun
    • keep fallback paths honest when sensors are missing, noisy, or permission-gated
  • Smart Play
    • Apple Intelligence / Foundation Models / Siri can personalize hints, stories, voice prompts, and review
    • deterministic gameplay remains the source of truth
    • AI is fallback-first, parent-aware, and privacy-conscious

See the current umbrella tracker: Spec: Reorganize Explorer Lab into capability-based staged learning lanes.

Current implemented and researched areas

Current Explorer Lab/gameplay work includes:

  • Explorer Lab shell — capability-lane navigation for Numbers, Geometry, Physics, Geography/World, and future science lanes

  • Make & Break — concept-first number composition and staged learning

  • Bond Blast — fast pairing mechanic loved by kids; should be generalized

  • Sum Sprint — spaced-repetition fluency and recall

  • Room Quest — embodied room-scale play with marker/sensor-aware direction and optional camera/location-assisted place matching

  • Symmetry Fold — geometry through fold/tilt interaction

  • Rectangle Factory — arrays, factors, and early number theory

  • Angle Cannon / Gravity Artist — physics prediction and motion intuition

  • Two-Finger Protractor / Compass Walk — embodied angles, direction, and measurement

  • Memory / Mix-Match — moving from standalone play into embedded recall cards

  • Sound / sensor experiments — optional motion, sound, haptics, and device-capability-aware fallbacks

  • Reusable five-stage gameplay threads — countries, fruits, and water cycle now share the same Flashcards → Easy Memory → Flip Memory → Bond Blast → Multiple Choice flow, with direct Explorer Lab entries, score/time summaries, and persisted spaced-repetition progress

Useful specs and research live under wiki/, especially:

  • wiki/Research/Math-App-Vision.md
  • wiki/Research/Memory-Multi-Mix-Match.md
  • wiki/Research/Sum-Sprint-Spaced-Repetition.md
  • wiki/Research/Physics-Geometry-Sensor-Gameplay.md
  • wiki/Research/Room-Quest-Sensor-Capabilities-and-Design-Direction.md
  • wiki/Specs/Make-Break-Number-Story-Thread.md
  • wiki/Specs/Physics-Geometry-UX-Design.md
  • wiki/Specs/Room-Quest-Sensor-Driven.md

Working model

When orienting on the product, use this order:

  1. repo reality: code, tests, wiki specs, ADRs
  2. live GitHub issue / PR / CI state
  3. workspace product memory, if available
  4. current conversation instructions

Operational expectations:

  • GitHub is the main progress surface for repo-backed work.
  • Incomplete implementation should move quickly toward branch, PR, and CI.
  • Product claims should stay evidence-backed: code, tests, specs, issues, or observed child feedback.
  • Keep useful research, but convert it into implementation-ready slices.

Development

Open the project in Xcode:

open Mather.xcodeproj

Useful validation commands vary by environment, but the usual gates are:

xcodebuild test -project Mather.xcodeproj -scheme Mather -destination 'platform=iOS Simulator,name=iPad (A16)'

CI and workflow work should preserve the security posture documented in .github/workflows/ and active PRs/issues.

GitHub Pages

The public app information and privacy pages live under docs/ and are intended to be served by GitHub Pages at:

Keep these pages in sync whenever privacy-sensitive features change, especially sensors, storage, Smart Play, TestFlight diagnostics, or parent controls.

Release readiness notes

  • Recent build 104 crash-hardening work tightened delayed callback/lifecycle handling in Bond Blast and Angle Cannon/Targets flows.
  • Issue #912 Slice H polish routes country cards, fruit cards, and water cycle through the reusable gameplay-thread surface.
  • The legacy water-cycle lab route remains intentionally available for explicit legacy/UI-test launches, while Explorer Lab and direct water-cycle launches delegate to GameplayThreadView.
  • Release screenshots should cover -uiTest.startRoute waterCycle, country cards, and fruit cards on compact phone and iPad layouts once CI/simulator infrastructure is available.

Current near-term gaps

  • Continue expanding the capability-lane Explorer Lab shell.
  • Extract reusable Bond Blast-style pairing and Mix-Match recall components.
  • Embed recall cards inside capability lanes instead of keeping Memory Match as a primary standalone play mode.
  • Add play-mode choice: Learn, Explore, Challenge, Timed, Review.
  • Add a SensorCapabilityService so gameplay can use available device sensors with honest fallbacks.
  • Continue hardening Make & Break / VS1 quality while the larger Explorer Lab architecture evolves.

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