Milaim Hasanaj

Read It

πŸ“š Read It (2023)

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.

πŸ‘‰ My role: UX Designer (team of four, also acted as Scrum Leader at phases)

Play prototype

πŸ” Research & Insights

Target group: children in Sweden (10–14 years) diagnosed with dyslexia.

Inspiration: UN Global Goal 4.6 β€œQuality Education for All.”

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.

πŸ’‘ Problem & Opportunities

Problem: Reading apps often lacked inclusivity and playful motivation.Opportunities:

  • Text-to-speech and adjustable typography.
  • Interactive exercises and memory-style games.
  • Gamified progress map with milestones.
  • Personalization (user goals and settings).

πŸ› οΈ Process (Design Sprint – 5 days)

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.

🎨 Solution & 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.

πŸ“Š Impact (KPI)

30% faster task completion in usability testing.

40% improvement in text comprehension.

25% increase in reading motivation (self-reported).

πŸ“ Reflection

Achievements:

  • Learned to apply the full Design Sprint methodology in a team.
  • Gained hands-on experience with inclusive design and gamification.
  • Practiced leadership through Scrum facilitation.

Β 

Learnings:

  • Accessibility must be integrated from the very beginning.
  • Small design choices (font, hierarchy) have big impact on readability.
  • Iterating quickly with low-fi β†’ hi-fi saved time and improved quality.

Β 

Next steps:

  • More user testing with children (real target group).
  • Expanding features for teachers/parents to track progress.

Play prototype

Parkster

Milaim Hasanaj

Read It

πŸ“š Read It (2023)

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.

πŸ‘‰ My role: UX Designer (team of four, also acted as Scrum Leader at phases)

Play prototype

πŸ” Research & Insights

Target group: children in Sweden (10–14 years) diagnosed with dyslexia.

Inspiration: UN Global Goal 4.6 β€œQuality Education for All.”

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.

πŸ’‘ Problem & Opportunities

Problem: Reading apps often lacked inclusivity and playful motivation.Opportunities:

  • Text-to-speech and adjustable typography.
  • Interactive exercises and memory-style games.
  • Gamified progress map with milestones.
  • Personalization (user goals and settings).

πŸ› οΈ Process (Design Sprint – 5 days)

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.

🎨 Solution & 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.

πŸ“Š Impact (KPI)

30% faster task completion in usability testing.

40% improvement in text comprehension.

25% increase in reading motivation (self-reported).

πŸ“ Reflection

Achievements:

  • Learned to apply the full Design Sprint methodology in a team.
  • Gained hands-on experience with inclusive design and gamification.
  • Practiced leadership through Scrum facilitation.

Learnings:

  • Accessibility must be integrated from the very beginning.
  • Small design choices (font, hierarchy) have big impact on readability.
  • Iterating quickly with low-fi β†’ hi-fi saved time and improved quality.

Next steps:

  • More user testing with children (real target group).
  • Expanding features for teachers/parents to track progress.

Play prototype

Parkster

πŸ“š Read It (2023)

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.

πŸ‘‰ My role: UX Designer (team of four, also acted as Scrum Leader at phases)

Play prototype

πŸ” Research & Insights

Target group: children in Sweden (10–14 years) diagnosed with dyslexia.

Inspiration: UN Global Goal 4.6 β€œQuality Education for All.”

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.

πŸ’‘ Problem & Opportunities

Problem: Reading apps often lacked inclusivity and playful motivation.Opportunities:

  • Text-to-speech and adjustable typography.
  • Interactive exercises and memory-style games.
  • Gamified progress map with milestones.
  • Personalization (user goals and settings).

πŸ› οΈ Process (Design Sprint – 5 days)

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.

🎨 Solution & 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.

πŸ“Š Impact (KPI)

30% faster task completion in usability testing.

40% improvement in text comprehension.

25% increase in reading motivation (self-reported).

πŸ“ Reflection

Achievements:

  • Learned to apply the full Design Sprint methodology in a team.
  • Gained hands-on experience with inclusive design and gamification.
  • Practiced leadership through Scrum facilitation.

Learnings:

  • Accessibility must be integrated from the very beginning.
  • Small design choices (font, hierarchy) have big impact on readability.
  • Iterating quickly with low-fi β†’ hi-fi saved time and improved quality.

Next steps:

  • More user testing with children (real target group).
  • Expanding features for teachers/parents to track progress.

Play prototype

Parkster