Ruihong Jiang ᱨᱮᱱᱟᱜ Lumo ᱥᱮᱪᱮᱫ ᱢᱚᱵᱟᱭᱤᱞ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ ᱫᱚ ᱢᱚᱵᱟᱭᱤᱞ ᱯᱨᱚᱛᱤᱡᱚᱜᱤᱛᱟ ᱵᱷᱟᱜ ᱨᱮ 2026 A' Design Award ᱞᱚᱦᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱨᱮᱱᱟᱜ ᱟᱹᱰᱤ ᱢᱟᱱ ᱟᱠᱟᱱ ᱡᱤᱛᱠᱟᱨ ᱠᱟᱱᱟ᱾
ᱞᱚᱦᱟᱢᱚᱵᱟᱭᱤᱞ· 2026
Lumo ᱥᱮᱪᱮᱫ ᱢᱚᱵᱟᱭᱤᱞ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ
Ruihong Jiang ᱞᱮᱠᱟᱛᱮ
ᱜᱟᱦᱟᱠ: Lumo
ᱢᱚᱵᱟᱭᱤᱞ ᱵᱷᱟᱜ ᱨᱮ A' Design Award ᱞᱚᱦᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱡᱤᱛᱠᱟᱨ
ᱡᱟᱸᱪ ᱟᱠᱟᱱ ᱮᱣᱟᱨᱰ ᱡᱤᱛᱠᱟᱨ
#180883 ᱞᱟᱜᱤᱫ ᱮᱣᱟᱨᱰ ᱦᱟᱞᱚᱛ ᱡᱟᱸᱪᱰᱤᱡᱟᱭᱤᱱ
Lumo ᱥᱮᱪᱮᱫ ᱢᱚᱵᱟᱭᱤᱞ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ ᱵᱟᱵᱚᱛ ᱛᱮ
ᱞᱩᱢᱳ ᱫᱚ ᱰᱤᱥᱞᱮᱠᱥᱤᱭᱟ ᱢᱮᱱᱟᱜ ᱜᱤᱫᱽᱨᱟᱹ ᱠᱚ ᱞᱟᱹᱜᱤᱫ ᱛᱮᱭᱟᱨᱟᱠᱟᱱ ᱢᱤᱫ ᱢᱚᱵᱟᱭᱤᱞ ᱥᱮᱪᱮᱫ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ ᱠᱟᱱᱟ᱾ ᱱᱚᱶᱟ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ ᱫᱚ ᱚᱜᱽᱢᱮᱱᱴᱮᱰ ᱨᱤᱭᱮᱞᱤᱴᱤ ᱟᱨ ᱨᱚᱲ ᱦᱚᱛᱮᱛᱮ ᱯᱟᱲᱦᱟᱣ ᱟᱨ ᱟᱠᱷᱚᱨ ᱡᱚᱲᱟᱣ ᱟᱹᱭᱟᱛ ᱨᱮ ᱜᱚᱲᱚᱭᱟ᱾ ᱜᱤᱫᱽᱨᱟᱹ ᱠᱚ ᱠᱟᱦᱱᱤ ᱫᱤᱥᱚᱢ ᱠᱚ ᱠᱚ ᱧᱮᱞ ᱵᱟᱲᱟᱭᱟ, ᱛᱤᱱ ᱢᱟᱛᱨᱟᱭᱟᱜ ᱡᱤᱱᱤᱥ ᱠᱚ ᱠᱚ ᱪᱟᱯᱟᱫᱟ, ᱟᱨ ᱡᱤᱱᱤᱥ ᱠᱚᱣᱟᱜ ᱧᱩᱛᱩᱢ ᱠᱚ ᱠᱮᱴᱮᱡ ᱛᱮ ᱨᱚᱲᱟ᱾ ᱡᱟᱦᱟᱸ ᱨᱚᱲᱟᱱ ᱟᱹᱲᱟᱹ ᱠᱚ ᱢᱤᱫ ᱟᱹᱭᱟᱛ ᱠᱟᱰ ᱞᱮᱠᱟᱛᱮ ᱡᱟᱣᱨᱟᱭᱚᱜᱼᱟ, ᱟᱨ ᱯᱩᱨᱟᱹᱣᱟᱠᱟᱱ ᱥᱮᱴ ᱠᱚ ᱦᱚᱛᱮᱛᱮ ᱱᱟᱶᱟ ᱟᱫᱷᱭᱟᱭ ᱠᱚ ᱡᱷᱤᱡᱚᱜᱼᱟ᱾ ᱴᱟᱭᱯᱚᱜᱽᱨᱟᱯᱷᱤ, ᱠᱚᱱᱴᱨᱟᱥᱴ ᱟᱨ ᱜᱚᱛᱤ ᱫᱚ ᱢᱚᱱᱮ ᱨᱮᱱᱟᱜ ᱵᱚᱡᱷᱟ ᱠᱚᱢ ᱞᱟᱹᱜᱤᱫ ᱵᱟᱪᱷᱟᱣᱟᱠᱟᱱᱟ, ᱟᱨ ᱨᱚᱝᱟᱱ ᱪᱤᱱᱦᱟᱹ ᱛᱮ ᱴᱷᱟᱹᱣᱠᱟᱹ ᱟᱠᱷᱚᱨ ᱠᱚ ᱩᱫᱩᱜᱚᱜᱼᱟ᱾ ᱟᱭᱢᱟ ᱤᱱᱫᱽᱨᱤᱭᱟᱜ ᱱᱚᱶᱟ ᱦᱚᱨ ᱫᱚ ᱥᱟᱰᱮ, ᱪᱤᱛᱟᱹᱨ ᱟᱨ ᱢᱮᱱᱮᱛ ᱟᱡ ᱛᱮᱭᱟᱜ ᱜᱚᱛᱤ ᱛᱮ ᱡᱚᱲᱟᱣᱟᱭᱟ᱾
ᱢᱟᱱᱟᱱ
A' Design Award ᱞᱚᱦᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱵᱟᱵᱚᱛ ᱛᱮ
Lumo ᱥᱮᱪᱮᱫ ᱢᱚᱵᱟᱭᱤᱞ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ ᱫᱚ A' Design Award ᱞᱚᱦᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱧᱟᱢ ᱟᱠᱟᱱᱟ, ᱱᱚᱶᱟ ᱫᱚ ᱵᱷᱟᱞᱟᱭ ᱰᱤᱡᱟᱭᱤᱱ ᱠᱚ ᱞᱟᱹᱜᱤᱫ ᱮᱢ ᱟᱠᱟᱱ ᱥᱚᱢᱟᱱ ᱠᱟᱱᱟ᱾ ᱱᱚᱶᱟ ᱠᱚ ᱫᱚ ᱰᱤᱡᱟᱭᱤᱱᱟᱨ ᱠᱚ ᱨᱮᱭᱟᱜ ᱵᱷᱟᱵᱱᱟ ᱟᱨ ᱵᱷᱟᱞᱟᱭ ᱠᱟᱢᱤ ᱡᱷᱟᱞᱠᱟᱣ ᱠᱚ᱾ Lumo ᱥᱮᱪᱮᱫ ᱢᱚᱵᱟᱭᱤᱞ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ ᱫᱚ ᱠᱚᱞᱟ, ᱣᱤᱜᱭᱟᱱ, ᱰᱤᱡᱟᱭᱤᱱ ᱟᱨ ᱴᱮᱠᱱᱚᱞᱚᱡᱤ ᱨᱮᱭᱟᱜ ᱥᱤᱢᱟ ᱵᱟᱲᱦᱟᱣ ᱟᱨ ᱫᱩᱱᱤᱭᱟ ᱵᱷᱟᱞᱟᱭ ᱞᱟᱹᱜᱤᱫ ᱜᱚᱲᱚ ᱮᱢ ᱠᱟᱱᱟ᱾
ᱰᱤᱡᱟᱭᱤᱱ ᱯᱤᱪᱷᱟ ᱨᱮ
ᱯᱨᱮᱥ ᱠᱤᱴ
ᱰᱤᱡᱟᱭᱤᱱᱟᱨ ᱧᱮᱞ ᱠᱷᱚᱱ ᱠᱨᱮᱰᱤᱴ, ᱴᱤᱢ ᱥᱫᱚᱥᱭ ᱟᱨ ᱴᱮᱠᱱᱤᱠᱮᱞ ᱵᱤᱵᱚᱨᱚᱬ ᱮᱢ ᱟᱠᱟᱱᱟ᱾
- ᱟᱞᱜᱟ ᱜᱩᱱ ᱠᱚ
- Lumo is a mobile language app that helps children with dyslexia improve reading and spelling through an immersive, multi sensory experience. Using augmented reality, children explore story worlds, tap 3D objects, and say words aloud to collect practice cards. As cards are gathered, new chapters unlock, encouraging progress. Voice interaction with Lumo builds confidence, turning language learning into a magical, self-paced journey.
- ᱢᱟᱯ ᱟᱨ ᱯᱮᱠᱮᱡᱤᱝ
- Lumo is a concept mobile learning application for children with dyslexia, integrating augmented reality interaction, speech recognition, and multi-sensory visual feedback to support reading and spelling development. Designed for AR-capable smartphones, the system combines embodied word discovery, phonetic spelling exercises, and adaptive reward progression. Interface typography, contrast, and pacing are optimized to reduce cognitive load and enhance comprehension.
- ᱴᱮᱜ ᱠᱚ
- Dyslexia, educational app, app, interface design, user experience, education, inclusive, children
- ᱛᱮᱭᱟᱨ ᱛᱮᱠᱱᱚᱞᱚᱡᱤ
- Digitally made, softwares and app including Figma, liblib, Photoshop, Illustrator, Blender, Procreate.
- ᱰᱤᱡᱟᱭᱱ ᱪᱮᱞᱮᱧ
- A primary challenge was identifying a typographic and visual language suitable for children with dyslexia. Extensive review of dyslexia-friendly reading research informed decisions on letter clarity, spacing, and contrast. Another challenge involved balancing engagement and cognitive comfort: 2D styles risked low immersion, while highly stylized 3D could cause overstimulation. The final restrained 3D system achieves emotional warmth, clarity, and sustained attention without visual overload.
- ᱜᱚᱵᱮᱥᱚᱱᱟ
- This applied design research investigates how multi-sensory AR interaction and visual emphasis on specific letters in words can can support reading acquisition for children with dyslexia. We have done extensive literature review. We have also done interaction prototyping so we can AB test and comparing visual style systems. Results indicated that the typeface Lumo is currently using facilitates reading for dyslexia people, 3d visual interface style also improved engagement and concentration. Colored highlights behind specific letters reduced cognitive load.
- ᱯᱨᱮᱨᱚᱱᱟ
- Lumo was designed for neurodiverse children, especially those with dyslexia who struggle with text-heavy reading apps. It reduces cognitive overload by combining spoken interaction, tactile AR exploration, and visual reinforcement to support memory and phonetic recognition. Through immersive 3D storytelling, children tap lifelike objects and speak their names, turning vocabulary learning into an intuitive, engaging experience.
- ᱯᱨᱚᱡᱮᱠᱴ ᱥᱚᱢᱚᱭ
- The Lumo project was conceived in 2025 and developed through iterative design, prototyping, and testing from March to June 2025. Research, interaction design, and visual development were conducted remotely in the United States with international consultation. The project culminated in a functional mobile prototype and presentation materials prepared for academic, professional, and exhibition contexts in 2025.
- ᱠᱟᱹᱢᱤ ᱦᱚᱨ
- Lumo guides children through interactive story worlds using augmented reality. By tapping familiar 3D objects and speaking their names aloud, users connect sound, image, and meaning in a single action. Collected word cards enable review and unlock new chapters, creating clear learning milestones. This multi-sensory flow reduces reading pressure, strengthens memory and pronunciation, and supports confident, self-paced language development.
- ᱴᱤᱢ ᱥᱮᱫᱟᱭ ᱠᱚ
- Ruihong Jiang
ᱥᱯᱚᱱᱥᱚᱨᱰ
Designers.org ᱠᱷᱚᱱ ᱯᱟᱨᱚᱢ ᱛᱟᱞᱟᱥ
ᱟᱞᱮᱭᱟᱜ ᱵᱤᱜᱽᱭᱟᱯᱚᱱ ᱥᱟᱹᱜᱟᱹᱭ ᱠᱚ ᱠᱷᱚᱱ ᱯᱨᱚᱰᱟᱠᱴ, ᱥᱮᱵᱟ ᱟᱨ ᱢᱚᱠᱟ ᱩᱫᱩᱜ ᱢᱮ᱾
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ᱥᱟᱹᱜᱟᱹᱭ ᱰᱤᱡᱟᱭᱤᱱ ᱠᱚ
ᱢᱤᱫ ᱞᱮᱠᱟ ᱠᱮᱴᱮᱜᱚᱨᱤ ᱠᱷᱚᱱ ᱟᱨᱦᱚᱸ ᱯᱩᱨᱥᱠᱟᱨ ᱧᱟᱢᱟᱠᱟᱱ ᱰᱤᱡᱟᱭᱤᱱ ᱠᱚ ᱧᱮᱞ ᱢᱮ, ᱡᱚᱜᱭᱟᱛᱟ ᱧᱮᱞ ᱛᱮ ᱵᱟᱪᱷᱟᱣ ᱟᱠᱟᱱᱟ᱾