Readaroo

Readaroo is an AI-powered reading app designed to help children with dyslexia overcome literacy challenges through gamified, multi-sensory learning. As Design Lead, I ensured a user-centric approach by leading brainstorming sessions, creating wireframes, and iterating prototypes based on research and testing.

Role

Design Lead

Timeline

Sep - Nov 2024
(10 Weeks)

Contribution

User Interview
User Journey Mapping
User Flow
Low-fidelity Wireframe
High-fidelity Prototype
Usability Testing

Tool

Figma
FigJam
Illustrator
Outcome

Impact with usability testing insights

Our team partnered with Chatham Academy to test prototypes with 6 students (grades 1 to 12) and 3 teachers, gathering valuable feedback to refine and improve the app's design.

85%

Find joy in multi-sensory learning

Students with dyslexia enjoyed the app’s multi-sensory, gamified approach, reporting improved comprehension and greater confidence in reading.

100%

Embrace customization

Teachers highlighted the app’s Teacher Mode as a game-changer, simplifying personalized instruction and progress tracking for classroom efficiency.

90%

Motivated by gamification

Gamified elements like rewards, levels, and costumes boosted student motivation, turning reading practice into an engaging adventure.

Final design

Readaroo is designed to support children with dyslexia, in overcoming literacy challenges

Design an AI-powered reading app for dyslexic children, integrating multi-sensory methods (visual, auditory, tactile) and gamified learning to provide personalized, engaging, and accessible learning experiences.

Read with more fun
Help to build interest and motivate child on reading using enjoyable learning map and multi-sensory reading process. The learning map is an interactive feature that guides students through their reading journey. It organizes chapters and review games into a clear, gamified progression, allowing students to unlock new stages as they complete previous ones.
Motivate children with rewards
The reward system motivates students with streaks, personal levels, and customizable avatars as they complete tasks. Finishing all book stamps earns them a unique book badge, and leveling up unlocks additional rewards, making learning both fun and engaging.
Share specific materials to improve learning
The share material feature enables teachers to assign reading materials effortlessly. They can choose from app-provided resources or their own uploaded materials and assign them to the entire class, specific students, or other teachers. Teachers can set due dates, mark materials as required or recommended.
Background overview

How to empower Dyslexic readers through design?

As part of the SCAD UX Design course, we were introduced to the concept of neurodiversity and challenged to design solutions addressing the unique needs of this community. Inspired by a friend's personal connection to dyslexia—a condition that often goes undiagnosed yet affects many—we chose to focus on creating a solution for dyslexic individuals. Our goal was to provide accessible support for dyslexic readers while fostering an engaging reading experience for all.

Empathy with users

Through user interviews, empathy mapping, personas, and journey mapping, we gained a deep understanding of the needs and challenges.

Craft key features

Ideated features to address user pain points effectively.

Design user paths

Developed user flows, information architecture, and wireframes to ensure smooth navigation.

Test with students and teachers

Tested prototypes with students and teachers, gathering actionable feedback to refine the app's functionality and usability.

Iterate to final solution

Presented a polished design to support both dyslexic students and educators.

UX Research

Understanding and interviewing users

We conducted interviews with 7 experienced teachers who have worked with students with dyslexia. Their valuable insights helped us identify key user needs and uncover pain points in the learning process.

Common Signs of Dyslexia

  • Struggles with distinguishing letters, writing letters/words backward, and sequencing
  • Have exceptional creativity and thinking outside the box

Teaching Methods

  • Multi-sensory techniques
  • Breaking down and repetition-focused tasks
  • Gamification learning
  • Short study sessions

Impact

  • Low self-confidence and Embarrassment
  • Hiding their struggles
  • Poverty can increase the
    likelihood of struggling with dyslexia

Pain Points

Falling behind in class

“I feel struggle to keep up with the reading pace of classmates.”

Blurred and jumbled text

“It is difficult for me to read small letters because it looks blurry and mixed together.”

Time-consuming tasks

"Reading and writing assignments take significantly longer.”

Problem

Dyslexia affects 20% of the population

Children with dyslexia struggle to process and understand information during learning, leading to confusion and frustration.

How might we create accessible, engaging educational tools for children with dyslexia to enhance their reading and comprehension skills?

Empathy map

How we empathized with users

By creating an empathy map based on user research insights, we aim to gain a deeper understanding of the challenges faced by children with dyslexia.

Persona

Meet with Sophia

This persona is a representation of our target users, developed based on insights gathered from user needs and pain points.

Key features

Crafting solutions for Dyslexia

After user research and exploring relevant solutions it was time to create essential features that met my users needs by creating a roadmap. Below are some of the key features:

Multi-sensory learning

Integrate text-to-speech, typing games, and drag-and-drop activities

Dyslexia Font

Incorporate OpenDyslexic Font specifically designed to improve readability for individuals with dyslexia

Gamification Learning

Add quizzes, colorful characters, and reward-based systems

Progress Tracking Tools

Include dashboards for monitoring student progress

Short Study Sessions

Limit sessions to 15 minutes with recommended breaks and short content in one page

Teacher-Student Interaction

Enable real-time material sharing, messaging, and task submissions

User Flow

Defining users paths

The user flow maps the step-by-step journey to complete tasks, ensuring an intuitive experience while addressing user needs and guiding interactions efficiently within the app.

Design iteration

Low fidelity explorations

By creating 50+ Student Mode and 30+ Teacher Mode wireframes, we defined key elements , ensuring a clear and user-centered design foundation.

Usability testing

Concept validation with users

Our usability testing aimed to assess the student user experience, gather feedback on functionality and design, evaluate teacher support tools, and identify areas for improvement. We conducted sessions with 6 students with dyslexia and 3 dyslexia teachers, gaining valuable usability findings to refine our app.

Reading support

Many students face on-screen text challenges, necessitating text-to-speech features, and adjustable font sizes to aid comprehension.

Accessible mobile design

Design more extensive and simplified tapping functions for easier use on mobile devices, especially for younger students.

Age-appropriate books

To support skill-appropriate reading improvement, offer a broader age range of books, such as decodable books for younger students.

Engaging team games

Introduce friendly, competitive team games within the app, allowing teachers to group students and encourage cooperative, interactive learning experiences.

Adaptable teaching tools

Provide customizable teaching options based on student age and ability, including access to detailed material descriptions for teachers

Progress tracking

Implement dashboards that allow teachers to monitor individual student progress, track difficulties, and review game outcomes for targeted support.

Deliver

How Readaroo look and feel

To bring our vision forto life, we created a compelling vision video that showcases the app’s core features and its impact on children with dyslexia and their educators.

Business Value
Our app offers both free and membership plans to cater to diverse user needs. The membership plan unlocks all books, while the free plan provides access to a limited selection. Free users can purchase specific books using virtual coins, which can also be used to buy customizable avatars. This flexible model ensures accessibility for all users while generating revenue through memberships and in-app purchases.
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