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Readaroo: Gamified reading app for dyslexia

Inclusive DesignConcept

Readaroo is an AI-powered reading app designed to help children with dyslexia overcome literacy challenges through gamified, multi-sensory learning.

Role
Product Design Lead
Timeline
Sep - Nov 2024
Team
Jolyne Wu Difei Huang Weiwei Tang Qi Luo Linyun Gong
Tools
Figma FigJam Illustrator
85%Find joy in multi-sensory learning
90%Motivated by gamification
100%Embrace customization

Read with multi-sensory reading process

Motivate children with gamification

Context

How to empower dyslexic readers through design?

In the SCAD UX Design course, we explored neurodiversity and aimed to create solutions for this community. Motivated by a friend’s experience with dyslexia, which often goes undiagnosed, we focused on developing support for dyslexic readers, ensuring an engaging reading experience for everyone.

Research

Visiting the Royce School to understand learning pain points

We conducted interviews with 7 experienced teachers who have worked with students with dyslexia. Their valuable insights helped us identify key user needs and uncover pain points in the learning process.

Common signs of dyslexia

Struggles with distinguishing letters, writing letters/words backward, and sequencing

Effective teaching methods

Utilizes multi-sensory techniques, breaking down tasks, gamified learning, and short study sessions

Negative impact

Lead to low self-confidence and embarrassment, even hiding their struggles
The Problem

Children with dyslexia struggle to process and understand information during learning, leading to confusion and frustration

How might we create accessible, engaging educational tools for children with dyslexia to enhance their reading and comprehension skills?

Ideation

Combining visual, auditory, and tactile elements to enhance the learning experience

After identifying the problem, we began crafting personas, empathy maps, and journey maps, uncovering design opportunities from their school experiences. We explored concepts such as multi-sensory learning, gamification, the use of dyslexia-friendly fonts, and shorter study sessions.

IdeationPersonaJourney mapUser flow
Solution

01 Read with multi-sensory reading process

Help to build interest and motivate child on reading using enjoyable learning map and multi-sensory reading process. The learning map is an interactive feature that guides students through their reading journey. It organizes chapters and review games into a clear, gamified progression, allowing students to unlock new stages as they complete previous ones.

Solution

02 Motivate children with gamification

The reward system motivates students with streaks, personal levels, and customizable avatars as they complete tasks. Finishing all book stamps earns them a unique book badge, and leveling up unlocks additional rewards, making learning both fun and engaging.

Solution

03 Manage and check students progress anytime

The class management feature allows teachers to efficiently oversee their students’ progress and activities. Teachers can add students to their class and track individual performance. They also can make announcements to keep students informed and engaged.

Impact

Readaroo is designed to support children with dyslexia, in overcoming literacy challenges

Our team partnered with the Royce School to test prototypes with 6 students (grades 1 to 12) and 3 teachers, gathering valuable feedback to refine and improve the app’s design.

85%Find joy in multi-sensory learning
90%Motivated by gamification
100%Embrace customization

Reflection

Empathy and understanding users takes time. I prioritized their emotional safety and encouragement before adding functionality, ensuring every interaction fosters effort, progress, and self-belief.

1Inclusive design starts with emotional understanding, not just accessibility guidelines.
2With rewards, gamified quizzes, and group challenges, I learned gamification can be powerful for learning when it supports motivation rather than pressure.
3Iterating with students and educators ensured our decisions were grounded in reality. Strong design decisions must come from real users, not assumptions.
© 2026 Jolyne Wu. All rights reserved.
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