Developed by the University of Florida College of Education and Lastinger Center for Learning, the app uses gamified AR experiences to make literacy more accessible and exciting.

We're building an app to motivate reluctant readers, but every piece of text on screen is a potential barrier.
Target users are already frustrated with reading
3rd-5th graders reading below grade level need confidence-building, not more cognitive load.
AR adds complexity
Designing for 3D space requires different UI thinking than traditional apps.
Balancing fun and learning
Kids need to engage with educational content, not skip past it to the "fun parts".





In order to make sure the app serves the right purposes, we have set some principles for designing across experiences




At this point, we have already established some 3D elements created by our 3D Artist, so I went ahead and designed high fidelity wireframes for stakeholders to visualize the product.



Soon after the first development is created, we discovered several improvements from stakeholder and focus group feedback:
AR placement is based on surface detection and spatial mapping, not screen center. Also a more simplified UI would perform better across different devices.
Stakeholders noted that while kids loved the AR interactions, we needed to emphasize educational content more prominently to meet learning objectives.
Focus groups revealed that the quiz activity felt too long. Kids would lose focus or exit mid-experience, thinking they'd never finish.






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