The Fixes Program · Publisher information

How The Fixes Are Built

A classroom problem becomes a Fix only when the system can carry more of the work than another reminder can.

Clear on purpose

How The Fixes Are Built

1. Start with recurring friction

A Fix usually begins with a small problem that keeps returning: lining up takes too long, indoor recess gets louder every round, students keep asking what comes next, a shared-reading reread has no purpose, or a coach needs a fairer way to explain a decision. One difficult moment is not enough. The problem needs to be recurring enough that a system can help.

2. Separate the behaviour from the conditions

Before building a tool, ask what the environment is asking students or adults to manage. Is there avoidable waiting? Are directions too long? Do people cross the same traffic path? Is the finish state unclear? Is the routine only stored in the teacher’s voice? This is where “Fix the system. Not the kids.” becomes a design rule rather than a slogan.

3. Find the smallest useful practice

The goal is rarely a giant program. It is usually one repeatable action: hear the beat before clapping it, see the schedule before asking what is next, practise the doorway before the bell, mark the miscues before rereading, or use the same restart after a playground tie. The practice should fit inside the day teachers already have.

4. Remove teacher friction

A classroom tool is not helpful if it takes ten minutes to set up for a five-minute problem. Screens are designed around minimal clicks, obvious next actions and short teacher scripts. Where local saving helps, it is used so teachers do not rebuild the same setup every morning.

5. Separate teacher context from classroom use

The teacher page explains the why, setup, troubleshooting and related resources. The classroom launch is intentionally cleaner. Students should not be looking at advertising, payment prompts, long SEO copy or a list of external links while the teacher is trying to run an activity.

6. Make the routine reusable

A good Fix should become easier the second time. Stable colours, consistent cues, familiar round structures and repeated language reduce the amount of explanation required. Novelty belongs in the world or challenge—not in constantly changing the operating system.

7. Watch the exit

A tool is judged by what happens after it ends. A great indoor-recess game that makes the next lesson impossible has a cost. A transition timer that encourages unsafe rushing has missed the point. The design has to include the stop, reset and transfer into the rest of the day.

8. Revise the weak point

If a classroom version reveals confusion, the fix is not automatically more instructions. It may be a slower animation, a clearer rest symbol, a more obvious button, a different team layout, a better progress marker or one less decision. The site is maintained by revising the specific friction that shows up in actual use.

What the site is trying to become

The aim is a useful library teachers can return to because the same design principles apply across behaviour, routines, games, curriculum practice, playgrounds and coaching. The products can look very different. The system underneath should still feel familiar: clear purpose, low setup, visible structure, and a clean classroom experience.