Karya Lumo Aplikasi Mobile Pendidikan ku Ruihong Jiang nyaéta pamenang anu dihormat pisan tina 2026 A' Design Award Beusi anu bergengsi dina Katégori Kompetisi Sélulér.
BeusiSélulér· 2026
Lumo Aplikasi Mobile Pendidikan
Klién: Lumo
Pamenang A' Design Award Beusi dina Katégori Sélulér
Pamenang Panghargaan anu Diverifikasi
Verifikasi Status Panghargaan pikeun #180883Désain
Ngeunaan Lumo Aplikasi Mobile Pendidikan
Lumo nyaéta aplikasi diajar mobile anu dirancang pikeun barudak anu ngalaman disléksia. Ieu aplikasi ngarojong latihan maca jeung ngéjah ngaliwatan augmented reality jeung ucapan. Barudak ngajajah dunya carita, ngetok objék tilu diménsi, sarta nyebutkeun ngaran objék-objék éta sacara nyaring. Unggal kecap anu diucapkeun dikumpulkeun jadi kartu latihan, sarta sét anu geus réngsé bakal muka bab-bab anyar. Tipografi, kontras, jeung témpo dipilih pikeun ngurangan beban kognitif, sarta sorotan warna nandaan hurup-hurup nu tangtu. Pendekatan multi-indrawi ieu ngahubungkeun sora, gambar, jeung harti dina wirahma anu luyu jeung kamampuh masing-masing.
Pangakuan
Ngeunaan A' Design Award Beusi
Lumo Aplikasi Mobile Pendidikan mangrupa juara A' Design Award Beusi, pangakuan anu bergengsi anu dipasihkeun ka desain alus anu minuhan sarat profésional jeung industri anu diharepkeun tina kréasi anu dirarancang alus. Para juara Beusi nunjukkeun kaahlian anu hébat, spésialisasi anu luhur, pamahaman ahli jeung kamampuh kréatif para kréatorna. Lumo Aplikasi Mobile Pendidikan diharepkeun jadi kréasi anu dihargaan, dikagumi jeung dipikanyaah anu praktis jeung inovatif. Desain juara A' Design Award Beusi ieu ngalebetkeun prakték pangalusna industri sarta ngabogaan ciri téknis anu mampuh pakait jeung pangweruh praktis jeung bakat. Lumo Aplikasi Mobile Pendidikan dihormat pikeun katelitianana sarta dirarancang pikeun méré paningkatan kualitas hirup anu mantuan ngajadikeun dunya tempat nu leuwih hadé.
Di Balik Désain
Kit Pers
Krédit, anggota tim sareng detil téknis anu disayogikeun ku désainer.
- Sipat Unik
- 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.
- Diménsi & Bungkusan
- 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.
- Tag
- Dyslexia, educational app, app, interface design, user experience, education, inclusive, children
- Téknologi Produksi
- Digitally made, softwares and app including Figma, liblib, Photoshop, Illustrator, Blender, Procreate.
- Tantangan Desain
- 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.
- Panalungtikan
- 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.
- Inspirasi
- 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.
- Durasi Proyék
- 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.
- Alur Operasi
- 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.
- Anggota Tim
- Ruihong Jiang
Disponsoran
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