Creating a user friendly ASL learning APP
Role & Process
Software used
School project
2022
Adobe suit: Illustrator | Photoshop | After effects
Ui programs: Figma | Lottie | Lottie creator
Ui designer & Ux Research
Initial ideation, user research, interaction design
Reason
Project date
Providing an updated solution to digital ASL learning
Redesigning a learning core concept for proper ASL learning using modern technologies
My sister, a special education teacher, approached me for assistance in introducing her students to American Sign Language (ASL). She sought a solution that incorporated effective visualization and emphasized practice and repetition as core learning principles. Initially, we explored the concept of a physical card game, envisioning a tactile and interactive learning experience. However, we recognized potential challenges related to the learning curve and production feasibility. Consequently, I began mapping the game's user flow and creating initial sketches. This process led me to consider the potential of a digital tool as a more efficient and scalable solution.
Understanding the complexity
My research focused on identifying trends and opportunities within the mobile application landscape for American Sign Language (ASL) education. A comparative analysis of leading applications revealed a consistent reliance on three core pedagogical elements: video lessons, digital flashcards of the ASL alphabet, and categorized vocabulary lists. This convergence in approach suggests a lack of innovation in learning methodologies, with many apps mirroring traditional classroom instruction.
Specifically, two prominent applications were evaluated:
ASL Sign Language Pocket Sign (2020): While this application offers well-defined vocabulary categories, quizzes, and video lessons, its user interface (UI) and content have not been adequately updated. This stagnation results in a user experience (UX) akin to an outdated textbook, hindering engagement and effective learning.
ASL Bloom-Sign language (2022): This application incorporates the same core pedagogical elements as Pocket Sign but features a more contemporary and visually appealing UI and demonstrates more frequent content updates. Despite these improvements, the learning experience still relies heavily on rote memorization through flashcards and passive video consumption, similar to traditional textbook learning.
These observations highlight a significant gap in the market. While applications like Duolingo have successfully gamified language acquisition, the current ASL learning apps fail to adapt these principles effectively. Learning ASL requires a more dynamic and interactive approach than learning spoken languages like English or Japanese. The existing applications, while providing foundational content, remain largely static, neglecting the kinesthetic and interactive nature of sign language. A more effective solution would prioritize active learning experiences that go beyond passive observation and memorization.
Streamlining the digital format
A well-designed American Sign Language (ASL) card game could be a valuable supplementary practice tool. However, it is unlikely to be effective as a primary introductory method for ASL acquisition unless used in a guided setting or by individuals already familiar with the corresponding body movements depicted in static images.
My first step was to analyze the existing market, and identify pain points and key interaction points in order to create a breakdown of the existing users needs.
We then reviewed my existing user research and conducted a few interviews at her school to gain insight into what users liked/disliked about the tools, using middle school children as a start line. To then synthesize actionable insights from our research phase, we created an type of affinity diagram and categorized our observations.
Methods and critical points
Mapping 1 - Card game
Mapping 2 - Digital app
Wire frame:
I designed wireframes focusing on functionality and interaction design over aesthetics. The main features of this app iteration dealt with user interaction as well as ease of navigation. We then conducted a faculty presentation with this iteration to inform and receive criticism that will help us navigate to the next stage.
After our rounds of testing and analysis, I was finally able to take our research findings and move into the design phase. The first step was to ideate, creating sketches and prototypes, which we then translated into High-fidelity wire frames.
Design phase
Low-Fi Design
After reviewing low-fidelity prototypes and wireframes through hallway usability testing and faculty critiques, we constructed a high fidelity prototype of the tutorial that took all of our findings and research into consideration.
The development of this ASL learning app holds significant promise for expanding access to Learners and promoting the acquisition of this vital language. By leveraging UX/UI design principles, the proposed platform, incorporating features such as video-based lessons with native signers, categorized vocabulary, interactive quizzes, personalized learning paths, and progress tracking, offers a comprehensive learning experience. The integration of advanced technologies like augmented reality (AR) for hand placement guidance and now possibly AI-powered sign recognition for feedback on user performance further enhances the learning process by providing real-time, personalized instructions.
While this project stayed as a concept nonetheless its purpose as a platform seeks to build upon the strengths of combining a user-friendly interface with cutting-edge technology to create a more engaging, effective, and personalized ASL learning experience. This approach has the potential to empower individuals to learn ASL more effectively, fostering greater communication and interest in continuous self education.
The outcome