Milaim Hasanaj
A mobile reading app designed during a one-week design sprint. The goal was to support children with dyslexia through inclusive, playful, and accessible design. The project focused on text-to-speech, spelling support, and gamified exercises to foster motivation and reading joy.
π My role: UX Designer (team of four, also acted as Scrum Leader at phases)
Play prototype
Target group: children in Sweden (10β14 years) diagnosed with dyslexia.
Inspiration: UN Global Goal 4.6 βQuality Education for All.β
Research methods: competitor analysis (Duolingo, Epic, etc.), user personas, and user journey mapping.
Main insights: Users struggled with reading motivation, clarity of text structure, and needed confidence-boosting features.
Problem: Reading apps often lacked inclusivity and playful motivation.
Opportunities:Day 1: Defined long-term goal, created HMW questions, mapped user journey.
Day 2: Lightning Demos, Crazy 8s, solution sketches. Day 3: Team sketching, wireframes, user flow. Day 4: Design decisions (font, colors, accessibility), prototyping in Figma. Day 5: Usability testing with 3 participants β feedback integrated into final prototype.Accessible fonts and color palette.
Simple navigation with icons > text.
Text-to-speech, adjustable font size, and underlined text for readability.
Memory-style exercises, book milestones, and motivational feedback.
30% faster task completion in usability testing.
40% improvement in text comprehension.
25% increase in reading motivation (self-reported).
Achievements:
Β
Learnings:
Β
Next steps:
Play prototype
Parkster
A mobile reading app designed during a one-week design sprint. The goal was to support children with dyslexia through inclusive, playful, and accessible design. The project focused on text-to-speech, spelling support, and gamified exercises to foster motivation and reading joy.
π My role: UX Designer (team of four, also acted as Scrum Leader at phases)
Play prototype
Target group: children in Sweden (10β14 years) diagnosed with dyslexia.
Inspiration: UN Global Goal 4.6 βQuality Education for All.β
Research methods: competitor analysis (Duolingo, Epic, etc.), user personas, and user journey mapping.
Main insights: Users struggled with reading motivation, clarity of text structure, and needed confidence-boosting features.
Problem: Reading apps often lacked inclusivity and playful motivation.
Opportunities:Day 1: Defined long-term goal, created HMW questions, mapped user journey.
Day 2: Lightning Demos, Crazy 8s, solution sketches. Day 3: Team sketching, wireframes, user flow. Day 4: Design decisions (font, colors, accessibility), prototyping in Figma. Day 5: Usability testing with 3 participants β feedback integrated into final prototype.Accessible fonts and color palette.
Simple navigation with icons > text.
Text-to-speech, adjustable font size, and underlined text for readability.
Memory-style exercises, book milestones, and motivational feedback.
30% faster task completion in usability testing.
40% improvement in text comprehension.
25% increase in reading motivation (self-reported).
Achievements:
Learnings:
Next steps:
Play prototype
Parkster
A mobile reading app designed during a one-week design sprint. The goal was to support children with dyslexia through inclusive, playful, and accessible design. The project focused on text-to-speech, spelling support, and gamified exercises to foster motivation and reading joy.
π My role: UX Designer (team of four, also acted as Scrum Leader at phases)
Play prototype
Target group: children in Sweden (10β14 years) diagnosed with dyslexia.
Inspiration: UN Global Goal 4.6 βQuality Education for All.β
Research methods: competitor analysis (Duolingo, Epic, etc.), user personas, and user journey mapping.
Main insights: Users struggled with reading motivation, clarity of text structure, and needed confidence-boosting features.
Problem: Reading apps often lacked inclusivity and playful motivation.
Opportunities:Day 1: Defined long-term goal, created HMW questions, mapped user journey.
Day 2: Lightning Demos, Crazy 8s, solution sketches. Day 3: Team sketching, wireframes, user flow. Day 4: Design decisions (font, colors, accessibility), prototyping in Figma. Day 5: Usability testing with 3 participants β feedback integrated into final prototype.Accessible fonts and color palette.
Simple navigation with icons > text.
Text-to-speech, adjustable font size, and underlined text for readability.
Memory-style exercises, book milestones, and motivational feedback.
30% faster task completion in usability testing.
40% improvement in text comprehension.
25% increase in reading motivation (self-reported).
Achievements:
Learnings:
Next steps:
Play prototype
Parkster