ITERATIVE DESIGN, PROTOTYPING
Crafting an accessible ASL learning system
Role
Project Context
UX Designer
UX Researcher
Figma, Figjam, G Suite
User Interviews, Prototyping, UX Design, Research
6 Designers, 1 PM
October 2022 - May 2023
Tools + Skills
Links
The Problem
Traditional ASL learning comes with accessibility challenges and financial barriers. Comprehensive ASL curriculum that emulates the community of real life ASL classes are difficult to access online. People who lose their hearing later in life face problems finding support.
The Solution
Backstory
After learning about language deprivation in my linguistics class, I was curious to learn how technology could address gaps in language acquisition for deaf people. I pitched the issue to my Design for America team, and our problem space drove us to conduct user research across the nation, seek expert feedback, and challenge our assumptions about accessibility.
SignTime and SignWise are complimentary solutions aimed at enhancing sign language communication and acquisition for individuals who are deaf or hard of hearing (DHH), along with their broader communities. I conducted an in-depth exploration into the intricate ecosystems, relationships, and technological advancements within ASL communities to design our final solution.
⭐️ SignWise + SignTime’s Mission
How might we improve current sign language communication/acquisition for deaf/hard of hearing (DHH) people and their surrounding ecosystems?
🔬 Understanding Users
No one on our team was deaf or hard of hearing.
In order to empathize with our users and understand their pain points our design process was research-heavy. We ditched a linear design process— instead, we continually met with deaf/HoH individuals and accessibility experts. We conducted extensive research and immersed ourselves in ASL and accessibility groups before defining our problem space.
Survey
We surveyed over two dozen individuals belonging to our three main user groups — DHH individuals, non-DHH w/ relation to DHH individuals/community, and those who want to learn ASL. We used a combination of multiple choice and free response questions to better understand current trends in ASL learning and problems our users face.
We found that access to practice opportunities and financial constraints were a prominent barrier to learning ASL. Users also expressed the desire for gamification and motivation-based learning.
Toni Stromberg
Toni, a deaf individual, who works as a coordinator at the Washington School for the Deaf (WaCAD), shared insights with us about the FCC's Video Relay Service. She highlighted the diverse regional and cultural differences that exist within sign languages, and her own journey learning ASL with limited technology.
Screenshots of data pulled from our user survey
Connecting with Experts
Christina Lew
A daughter of deaf parents and the Programs Operations Specialist for UW DRS (Disability Resources for Students). Christina told us about her experience as someone who learned ASL at a young age as well as the UW ASL club and resources it offers. Her experience being bilingual in ASL helped inform our solution and center values of the deaf community.
Richard Ladner
Professor Emeritus Dr. Ladner from the Paul G. Allen School of Computer Science & Engineering discussed his research in modern accessibility technology, particularly focusing on the needs of DHH (Deaf and Hard of Hearing) individuals. He emphasized the significance of inclusivity in design processes and shared insights into engaging DHH individuals throughout the design phase.
Two Roads, One Destination
With our prelimenary research, my team began brainstorming ways to approach the problem space. We wanted to directly target user pain points and offer something that is fun and modern. We discussed physical solutions like an event series on campus, ASL kiosks before we explored digital solutions.
In the end we actually decided to design both an app and a website. One meant to offer a fun and easily accessible, gamified experience, and the other a more sophisticated video conferencing platform to connect with other ASL learners/ DHH folks.
Two Potential Solutions were born…
Initial Sketches for a gamified ASL learning platform — similar to Duolingo
User Flow
Initial Sketches for a gamified ASL learning platform — similar to Duolingo
After our initial sketches, we revisited our designs and refined core ideas/features. We aimed to create a simple but engaging interface with repetition of elements and clean flows.
An early user flow of SignTime
Learning Process
I realized that having an intentional learning flow was crucial, but it took us many iterations before we got to the final design. This version lacked the the playful and welcoming visual design we wanted and the emphasis on streak-based motivation. In future iterations we focused on refining the learning flow, and pivoted to cater to a wider age range of target users.
Low-fidelity wireframes of SignWise
The Solution
"[I] wish [ASL education] was gamified or had a streak system to keep me coming back to class…" — A DHH Individual
SignWise Final Screens
Another DHH individual told us:
"I wish it had been easier to find community groups and connect with other DHH and interpreters."
Lessons from the Journey
There is no one size fits all when it comes to accessibility.
By going in two different routes in this project we learned that an all-in-one solution was not realistic. I learned how to make design choices that prioritized our users needs within our constraints.
This is just the tip of the iceberg.
SignWise and SignTime begin to address the ASL-learning problem space; however when it comes to accessibility the solution may lie outside of tech. ASL classes that capture the full range of ASL — from dialects to facial expressions — that are accessible and affordable are crucial.
The design process isn’t linear.
Coming into this project, we were given a timeline and design cycle to follow. We ended up taking a completely different approach. Given our unique problem space, we spent most of our time conducted user research.
We began researching very early and went through various iterations of our problem statement based on that research. We made sure to include our users through every step of the journey, and that’s what made this porject so special.