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July 2023-Dec 2023

Timeline

User Research, UI Design, Design Management, Design Strategy

Deliverables
Overview

LearnARcade, a mock learning tool, was conceived to validate the potential of AR systems. It employs user experience strategies tailored to dyslexic adults and incorporates engagement strategies to encourage sustained usage. Furthermore, the research emphasised the importance of awareness about learning disabilities in various public spaces. Utilising QR codes and smart AR-based poster designs, immersive experiences can be created to generate interest and enhance awareness.

Role

Design Management Final Major Project

Keywords

AR- Augmented Reality

MSL- Multi-Sensory Learning

UX- User Experience

Context of the problem

The design thinking approach highlighted the promising role of AR in MSL. However, to develop an effective intervention that truly improves the well-being of adults with Dyslexia, a more profound understanding of their challenges, the efficacy of MSL, and the application of AR is imperative. This holistic comprehension will pave the way for a targeted and an impactful solution.

Design Thinking Process

The project will utilise a customised iteration of the Double Diamond Research framework, referred to as the Triple Diamond Research Framework. 

The User-Centred Design framework will synergise with the Triple Diamond Research framework, introducing a structured process to the research phase. This combined approach ensures a comprehensive understanding of user needs and experiences, facilitating the development of effective and empathetic solutions for adults with dyslexia.

Human-centric design model

Objectives
Research Question

How might we create a new learning experience with AR and MSL Technique for Dyslexic adults while creating an immersive experience?

Aim

To design and develop an AR based intervention for Dyslexic adults by utilising the Multi-Sensory Learning techniques that provides a more innovative and immersive learning experience

Analysis

The framework substantiate the application of AR and its potential to foster self-directed learning by offering an immersive educational experience. The use of the MSL can now be seen through a new light by utilising AR systems to build a more accessible and engaging learning experience for Dyslexic adults.

Case Study

(Due to Non Disclosure Agreement, pseudonyms are used with limited access)

Case Study-1 
Case Study-2
#Gamification
Case Study-3

The unparalleled success of Pokémon Go! With over 100 million downloads and 28.5 million active users worldwide, it transformed gaming, inspiring immersive experiences like Jurassic World Alive and Ingress. Discover how AR integration and social incentives created an engaging environment, captivating players globally.

Design Analysis

To define the design brief for the AR intervention, it is essential to uncover all the challenges dyslexic adults face along their journey from diagnosis to receiving effective help through the multi-sensory approach. This means understanding their difficulties at various stages  of their learning process, which might slow them down or even lead them to abandon seeking assistance. The design solution should be user-friendly, easily accessible, and must induce self-learning. The intervention is also gamified, creating a unique learning experience that can create an immersive learning experience. By doing so, the AR intervention can become a valuable learning tool.

Design Parameters

A design intervention is developed in the form of a user experience design strategy tailored to dyslexic adults. This strategy leverages Nir Eyal’s “Hooked” model, which focuses on creating habit-forming UX that encourages user engagement. The “Hooked” model employs a four-stage process that captivates the user.

Trigger: This initial stage activates the user’s interaction with the product, typically through external or internal triggers, such as notifications, reminders, or personal needs.

Action: Following the trigger, the user takes an action that fulfils the trigger’s intent. This could be exploring the app, reading content, or engaging in a learning activity.

Variable Reward: The third phase provides the user’s action variable rewards. These rewards can be in the form of progress, achievements, or personalized content, creating an element of unpredictability.

Investment: The final stage is the user’s investment in the product, which can be time, effort, personalisation, or any other commitment. This step further solidifies the user’s connection to the product.

LearnARcade

Introducing a placeholder brand name called “LearnARcade,” this mobile application showcases the use of AR in the realm of MSL. LearnARcade is an AR-based learning tool, a mock tool designed to offer users a new and immersive learning experience by engaging multiple senses. The goal is to create a safe and gamified environment for adult learning, fostering a user experience conducive to self-directed learning. This learning tool, in the form of a mobile application, optimally integrates AR systems while ensuring accessibility for everyone and the ease to use.

Conclusion

In summary, this project has effectively showcased the capabilities of AR systems, shedding light on their immense potential. The exploration here only scratches the surface, indicating a vast field that can yield substantial social impact. Looking ahead, further research and development in this realm promise innovation and the possibility of inspiring a new wave of creative projects. The project’s success is a testament to the boundless opportunities awaiting exploration in this exciting domain. The project was also well aligned with several UN Sustainable Development Goals; the learning tool for dyslexic adults impacts Good Health & Well Being, Quality Education, Industry, Innovation & Infrastructure, and Reduced Inequalities.

Kiran Goutam Dhananjayan

Tel. +44 7833807194
99 Perry Vale, London

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