Research, Creative and Art Direction, UI / UX Design, Project Management
As part of my Final Year Project in pursuing my degree at NTU School of Art, Design and Media (major in Interactive Media), my teammate and I took the initiative to raise awareness for individuals with Dyslexia through digital gaming. This challenge rose from several touchpoints in our early research:
For this project, my primary role is the UI/UX Designer while my partner is the Front and Back-end Developer.
We had the oppotunity to talk with a few Dyslexic individual as well as a professional. Deborah Hewes, Head of Publicity and Publications, from Dyslexia Association of Singapore (Jurong Point) helped us understand the daily struggles of a Dyslexic child and how DAS helped them learn better. From that, we brought our focus onto 4 main areas in our course of work:
We conducted a short survey with 40 people, ranging from 20 years old to 50, to understand the public’s knowledge and views about Dyslexia. Based on the survey result, 85% stated they have heard of Dyslexia while some had not heard of the term and had to search online about it. 33 out of 40 people recognised the primary characteristic of a Dyslexic - having difficulties in reading due to word reversals, repetitions etc. 12 people also recognised that Dyslexics are weak in articulation and have poorer memory thus they tend to forget instructions or information.
However, less than 50% knows the cause of Dyslexia. Only 32% states it is passed down by genetics and also due to neurological differences. Many others thought it was due to mental retardation and malnutrition. Most people get to know about Dyslexia through the internet, peers and education in school. The statistics from DAS show that 10% of overall population suffer from Dyslexia and from our survey result; similarly, the number of people who know someone who suffers from Dyslexia is also 10%.
We take to 3 main areas of which a child is more commonly exposed - at home, at school and at play. At every scenario, we have incorporated mini games that allow us to recognise the differences between a right-brain and a left-brain learner. Additionally, it helps to stimulate and give an idea of what it is like to be Dyslexic.
As Dyslexia is genetically inherited, parents as well as their children undergo similar circumstances. As a parent whom went through all that pain, they are more than willing to help their children cope with the difficulties that come with being Dyslexic. Here we introduce two games that challenges the user as well as seek creative help:
Due to low level of awareness, Dyslexic children often get ridiculed, dimissed and labelled as lazy students in class. But in actual fact, Dyslexics are smart and work twice as hard or even more than most people. The education system of Singapore, too does not recognise the challenges faced by them and often even the most common activities poses great difficulties for them. Here is one of them:
Playtime is all about fun and games, however it may not be the case for a Dyslexic child. Regular settings can be anxiety-inducing and carry triggers unlike what we would commonly think of. In worse cases, these situations may even lead to a Dyslexic developing depression symptoms.
Dyslexics often have difficulties reading black text on pure white sheets; hence many wear colour tinted spectacles to help them read better. This is where the idea of using spectacles came about. Each glass frame contains a different figure, left is an adult reaching for the child figure on the right. Another way to interpret the logo is similar to a Dyslexic on how they view things differently from most of us. To suit the isometric style of our graphics, the logo is also being modified to 3-Dimensional.
As for the interface, it is kept simple, straightforward and user-friendly. Putting into consideration that Dyslexics are more visual-based learners, contents are kept less textual and more visual aided. Most of the information or text comes after users have engaged themselves in the mini games or when they wish to find out more. The spaces between letters are being extended as well for better readability.
Dyslexics have increased right brain functionality thus they have exceptional visual-spatial ability which enables them to visualize objects mentally in three-dimension. Thus, the direction of our graphics is steered towards the use of 3D objects e.g. cubes. The design look and feel inspired by many game graphics and interfaces, adopts the isometric style. “Isometric” displays a viewpoint from a top-down perspective or side view, hence producing a three-dimensional effect. The colour scheme utilised is also soft pastel, primary colours.
To raise awareness of Dyslexia, one of the initial strategy was to have live feed from various social media platforms on the site. Other than encouraging the masses to spread the word via social media, we also made the website more interactive. The number of visits,likes or forwards will generated into data and reflect dynamically on the homepage. For example, the number and colors of the car is converted from the number Facebook likes.
Even though contents are less textual and more visual-oriented, the site still carries a fair amount of text. For accessbility purposes, text-to-speech has also been considered. Whenever the user highlights the text, a voice-over will be activated.