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01
Motivation
Dyslexia is a language based learning disorder which is found in 1 in 5 students and kids who have difficulty often avoid reading because it's stressful.
We wanted to use an immersive technology like AR/VR/MR for good together with digital game based learning to enhance the learning experience and help them retain things in a less stressful and playful way.
02
Team and Role
Duration
8 Weeks
Mar'20-May'20
Team
Toshi Gupta
Ruchita Lodha
Role
Designer
Developer
Tools
Unity
Vuforia
ARCore
Figma
03
Problem Statement
To build an accessible learning experience for kids between age 3-6 years that help them retain things in a less stressful and more playful way!
04
Challenges in Classroom Setup
There are specific set of challenges faced by dyslexic children in a classroom setup:
1. Manual Learning: Lack of multimedia based interaction to address learnability issues.
2.Individual learning approach: Teachers are less focused on students who have dyslexia in a classroom setup.
3. Less variation in learning: Lack of use of variety of senses such as seeing, hearing, talking, touching.
05
Our Solution
To build an augmented reality game-based alphabet learning application for kids between age 3-6 years by augmenting the real world objects around them.
06
Why AR?
We did a qualitative research on ways and menthods adopted to help dyslexic kids learn faster like the Orton Gillingham method and the Wilson Method. We studied the videos available online for teachers to pick out the key components that are very important while helping in dyslexia
07
User Journey Mapping
Potential users: Kids who find it difficult to read, learn and identify alphabets.
The idea is to build an application that augments the alphabet cards/alphabet book with 3D holograms and support the phonetic learning through sound assistance. It will have 3 main features:
1. Learning about the shape and usage of alphabet
2. Identification of alphabets after learning through games
3. Learning to draw the alphabets through guidance
08
Lo-Fi Sketches
09
Introducing JoJo - the voice assistant
‍To help the students engage and navigate better with the learning and games, we introduced a cute animated hippo!
The main reasons behind having a voice assistant are:
1. Help students navigate between different parts of the application
2.Lower the burden of reading instructions for dyslexic kids
3.Give a comfortable learning experience through their "Friend- JoJo"
10
High Fidelity prototype
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