Client:
Student Project
UI Designer & UX Designer

Giant Eagle

Client

Student Project

Solution

Apple Vision Pro Interface

Direct Contribution

UI Design

Year

2024

Scope of Work

2 Months

Location

Pittsburgh, PA

Dyslexia is a common learning disability that affects roughly 20% of the population in the USA, according to the National Institutes of Health. This means 1 in 5 people experience unexpected difficulty with reading due to dyslexia. It often stems from challenges with processing the sounds of language, which can lead to issues with reading, spelling, and writing.

ARgo uses Augmented Reality as well as AI-powered software that leverages Optical Character Recognition (OCR) and Large Language Models (LLMs) to recognize what a user is reading and help them with comprehension.

Problem Statement

“How might we leverage technology to create customized reading experiences and empower individuals with Dyslexia to thrive in their learning journeys, both in libraries and at home?”

Research

Our team conducted secondary research to understand Dyslexia as a disability as well as current interventions to help with reading. This was followed by contextual inquiry at 5+ Public and Private libraries in the Pittsburgh area to understand the challenges and resources each library posesses.

As previously mentioned, dyslexia is a very common disability (roughly 20% of Americans are affected). The exact cause of dyslexia is yet to be discovered, but it's believed to be linked to differences in brain function related to language processing. These differences can make it challenging to connect letters with sounds (phonemic awareness) and translate written symbols into spoken language (decoding).

Treatment for dyslexia focuses on providing tools and interventions to help individuals overcome these challenges. Here are some key approaches:

  • Assistive Technology: Tools like text-to-speech software, speech recognition software, and colored overlays can make reading and writing easier.
  • Orton-Gillingham Based Programs: These structured programs break down language into its basic components and teach phonics skills in a step-by-step manner.
  • Educational Strategies: Explicit instruction on phonics, phonemic awareness, and reading comprehension strategies can empower students with dyslexia.

Unfortunately, dyslexia is often misunderstood. Stereotypes portray individuals with dyslexia as simply bad readers or slow learners. This can lead to prejudice, with people doubting their intelligence or capabilities. It's important to remember that dyslexia doesn't diminish a person's potential. With proper support, people with dyslexia can excel in school and  various fields. This is exactly what our team aims to accomplish with ARgo!

Simulation of a Dyslexic Reader’s Experience

The Resource Gap and the Teacher ChallengeThe challenges of teaching students with Dyslexia are compounded by a lack of resources. Most teachers haven't received proper training on supporting Dyslexic learners, and underfunding further restricts access to valuable tools and programs.

Learning Beyond the Classroom: Contextual Inquiry

To gain a deeper understanding of the needs beyond the classroom, we conducted contextual inquiries at local libraries. This revealed a significant challenge: libraries often struggle to provide adequate learning support, particularly for visitors with disabilities like Dyslexia.

One librarian highlighted how libraries frequently shoulder the burden of systemic issues within a community. In underserved areas, residents rely on libraries for a range of essential resources, including internet access, printing, tax assistance, and – crucially for our project – accessible learning environments.

Contextual Inquiry at the Carnegie Library in Pittsburgh, PA

Prototyping & Testing

Our team worked through several design thinking activities to nail down a concept, followed by some storyboards as well as a medium-fidelity mockup to test desirability.

Word Association Design Thinking Activity

Concept Development began with Crazy 8’s in which each team member quickly came up with 8 ideas in 8 minutes. By the end of that activity we had 32 great ideas with potential leads. We quickly mapped out each of our ideas to see how they aligned with aspects of our “How Might We” statements. Upon deliberation, our team realized that we could combine various features from each of our ideas to make storyboards to test our idea’s desirability.

Once our team made our storyboard for our idea, we quickly tested its desirability with users. Those storyboard sessions told us that our users liked our concept and could see it being a feasible solution to current challenges posed by Dyslexia. With that in mind, our team began creating prototypes that could be used in a final pitch video.

Desirability Testing with Storyboards

Early Digital Prototype of ARgo