Mobile GameEdTechInteraction Design

PopSign

A playful, gamified mobile experience helping families practice American Sign Language through interactive challenges.

PopSign

Role

Designer (Tutorials, Prototyping, Usability Testing)

Timeline

4 Weeks

Tools

Adobe XDIllustratorProtopie

01. The Problem

PopSign introduced a completely new type of game experience that many users had never encountered before.

While the concept was engaging, users often felt unsure about how to start or what actions were expected of them.

  • Users unfamiliar with this type of interaction felt confused at the beginning
  • Older participants struggled more without guidance
  • A lack of onboarding reduced confidence and engagement
Problem Statement

02. Goals & Metric

Help first-time users understand how to play the game and encourage continued engagement.

Reduce confusion during the initial interaction

Make the experience accessible to a wider age range

Encourage continued engagement through motivation

03. Research & Insights

Methods

In-person observations, Interviews, Public exhibit

1

Many users needed clear instructions before feeling comfortable interacting.

2

Older users had difficulty seeing small videos and text elements.

3

Once users understood the rules, they became more confident and engaged.

04. The Opportunity

"Support users through guidance and accessibility, without reducing the playful nature of the game."

Principle 1

Guide users before expecting interaction

Principle 2

Design for different age groups and visual needs

Principle 3

Reinforce progress and motivation

05. Solution Overview

The updated version of PopSign introduces a tutorial-first experience that explains how the game works before gameplay begins.

  • A clear tutorial to guide new users
  • Improved visibility for video and text elements
  • Motivational rewards to encourage continued play
Solution Overview 1
Solution Overview 2
Solution Overview 3

06. Key Design Decisions

Adding a Tutorial Guide

Most users were unfamiliar with this type of game and felt unsure how to begin. A step-by-step tutorial was added to guide users through the interaction, helping them understand the rules and mechanics before playing.

Improving Video and Text Accessibility

Older users reported difficulty seeing small videos and reading text inside bubbles. The design was adjusted to allow resizable video elements and larger, clearer text in dialogue bubbles, making the game more accessible across age groups.

Adding Game Awards for Motivation

Users were more engaged when they felt progress or achievement. Game awards were introduced to motivate users, encourage completion, and make the experience feel more rewarding.

07. Outcome & Impact

Results

The tutorial significantly reduced confusion for first-time users, and older users felt more comfortable after accessibility improvements.

Impact

Game awards increased motivation and engagement.

08. Reflection

What I Learned

New interaction models require clear onboarding. Accessibility considerations benefit all users, not just specific groups. Motivation plays a key role in sustaining engagement.

Next Steps

If I continued this project, I would conduct additional usability testing across age groups, further refine accessibility controls, and explore adaptive tutorials based on user behavior.

"This project reinforced the importance of clear guidance, accessibility, and motivation when designing new and unfamiliar interactive experiences."

Next Project

MovieTime

View Case Study