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Product Design / Accessibility / EdTech

Signa

A visual-first ISL learning experience for young Deaf and non-speaking children.

Designing a learning experience that connects written language, visual meaning and Indian Sign Language through accessible, low-pressure practice.

Role
Product Designer
Duration
2 weeks
Platform
Mobile
Focus
UX Research · Product Strategy · Interaction Design · Accessibility · UI Design
Lesson — letter A — Written symbol, meaning and ISL demonstration in one view.
Lesson — letter AWritten symbol, meaning and ISL demonstration in one view.
Practice — hands only — Camera framing guidance with the face out of frame.
Practice — hands onlyCamera framing guidance with the face out of frame.
Practice — no camera — Camera-free matching activity with the same objective.
Practice — no cameraCamera-free matching activity with the same objective.
Parent — Riya's setup — Accessibility, practice and rhythm controls for guardians.
Parent — Riya's setupAccessibility, practice and rhythm controls for guardians.

Project snapshot

Problem

Young Deaf and non-speaking children can encounter barriers when learning environments rely heavily on spoken instruction, text or limited opportunities for individual practice.

Opportunity

Create a visual-first learning experience that supports structured ISL learning and meaningful practice without making camera use mandatory.

Users

Children aged approximately 6–8, and their parents or guardians.

Outcome

A structured learning system connecting Learn → Watch → Practice → Feedback → Progress.

In short

  1. 01

    What I did

    Designed an Indian Sign Language learning app for deaf children end-to-end, from Double Diamond research to lessons, practice and guardian controls.

  2. 02

    What changed

    Practice stopped depending on the camera — a hands-only, visual-first path sits beside camera practice, with accessibility built into the flow.

  3. 03

    What I'd test next

    Comprehension with children in the target age range, co-designed and reviewed with Deaf educators and native ISL signers.

This is an independent case study I designed to practice end-to-end product thinking — from research through to a working prototype.

View interactive prototype

Process

A structured route from problem to product.

I used the Double Diamond to separate problem discovery from solution development, allowing the research to shape the product direction before committing to a solution. In practice the stages overlapped — accessibility findings in Develop sent parts of the flow back into Define.

Double Diamond diagram showing Discovery, Define, Develop and Deliver phases
  1. 01

    Discover

    Research the problem and context.

  2. 02

    Define

    Synthesize evidence into a focused opportunity.

  3. 03

    Develop

    Explore and prototype possible solutions.

  4. 04

    Deliver

    Refine, validate and prepare the final experience.


01 / Discover

Understanding the problem before designing the solution.

Rather than beginning with an LMS or an AI translator, I first explored the learning environment around young Deaf and non-speaking children: how foundational language is introduced, where practice breaks down, what role teachers and guardians play, and where existing digital resources leave gaps.

Research areas

  1. 01Accessibility and learning context
  2. 02Early language learning
  3. 03ISL learning resources
  4. 04Existing digital learning experiences
  5. 05Guardian involvement
  6. 06Practice and feedback
  7. 07Camera and privacy considerations
  8. 08Cognitive load in children's interfaces

Research approach

Secondary research-led concept exploration. No interviews or usability sessions were conducted; every conclusion below is drawn from published material, existing products and structured evaluation.

  • Secondary research
  • Competitive / landscape analysis
  • Accessibility review
  • Existing product analysis
  • Learning experience analysis
  • Heuristic evaluation
  • Design synthesis
Research approach diagram: inputs, synthesis activities and outputs.

What I wanted to understand

  1. 01

    How are young Deaf and non-speaking children introduced to language and foundational learning?

  2. 02

    Where does existing ISL learning become difficult for children?

  3. 03

    Is watching a sign enough to demonstrate learning?

  4. 04

    How can children practise without depending entirely on teacher correction?

  5. 05

    How can camera-based practice be made optional rather than mandatory?

  6. 06

    What role should parents play?

  7. 07

    How can an interface reduce cognitive load for early learners?

  8. 08

    How can accessibility be embedded into the product architecture rather than added later?

Landscape

The learning ecosystem is fragmented.

Learning resources exist across teachers, schools, video platforms, educational content and digital tools. However, these experiences are often fragmented across content delivery, practice and feedback.

ApproachStrengthLimitationOpportunity
Teacher-led learningLive correction and human context.Attention is shared across a whole class.Extend practice beyond the classroom session.
Video-based learningConsistent, repeatable demonstration.Delivery without verification of performance.Attach an activity to every demonstration.
Open video platformsWide availability of ISL content.No curriculum order or progression.Structure content into levels and lessons.
Traditional LMSProgress tracking and structure.Text-first patterns built for older learners.Rebuild the same structure visually.
Camera-based practiceFeedback on the child's own signing.Privacy, comfort and device constraints.Offer an equivalent camera-free route.
SignaStructured lessons paired with optional practice modes.Concept stage; recognition accuracy unvalidated.Treat accessibility as product architecture.

Synthesis

What the research revealed

Insight 01

Watching is not the same as learning.

A child may be able to recognise a sign without being able to reproduce it.

Implication
The product needs a practice layer, not only a content layer.

Insight 02

The learning experience needs to connect language systems.

Children are not only learning a gesture. They are building relationships between written symbol → meaning → ISL sign → physical action.

Implication
Lessons should make these relationships explicit.

Insight 03

Camera-based assessment introduces a choice, not a requirement.

Camera practice can create privacy, comfort and access considerations.

Implication
Camera-based practice should coexist with a meaningful camera-free alternative.

Insight 04

The child and guardian need different levels of complexity.

Children need simple, visual, low-cognitive-load interactions. Guardians need deeper controls around accessibility, privacy, practice and learning rhythm.

Implication
Create two complementary experiences rather than forcing both users into the same interface.

Context

The scale of the opportunity

I reviewed government datasets, institutional reports and established research to quantify the scale of the problem, understand education access, and identify the existing ISL and digital infrastructure surrounding young Deaf learners in India.

1.57 million children aged 0–19 had hearing disability (Census 2011).
172 deaf schools listed in the government directory.
67% of children with hearing disability aged 5–19 were attending school.
10,000 words in India's official ISL dictionary.
1.12 lakh schools with dedicated special educators.
85.5% of Indian households had at least one smartphone.

Synthesis

From evidence to patterns

I clustered recurring observations across learning, practice, accessibility, guardian involvement and engagement to identify patterns that could influence the product direction.

Affinity map clustering research observations into five themes

Affinity map — clustered observations across five themes

  • 01

    Visual learning

    Demonstration carries more instructional weight than text.

  • 02

    Practice & feedback

    Repetition needs a response to be useful.

  • 03

    Accessibility

    Input methods cannot be assumed.

  • 04

    Guardian involvement

    Support without ISL fluency.

  • 05

    Engagement & motivation

    Progress needs to be visible.

Users

Two users, two levels of complexity

Child

Approximately 6–8

Needs

  • Visual-first instruction
  • Simple interactions
  • Repetition
  • Immediate feedback
  • Low cognitive load
  • Encouragement
  • Accessible practice

Pain points

  • Limited reliance on written explanation
  • Difficulty knowing whether a physical sign is correct
  • Potential frustration from repeated failure
  • Dependence on teacher availability

Guardian

Parent or carer

Needs

  • Confidence in learning
  • Privacy controls
  • Accessibility controls
  • Practice options
  • Screen-time management
  • Clear progress

Pain points

  • May not know ISL themselves
  • Needs to understand what the child is learning
  • Needs control over camera use
  • Needs simple configuration

Journey

Where the learning session breaks down

Mapping the child's session end to end made the gap visible: everything before Practice is well served by existing tools, and everything after it is not.

Child learning journey map across six stages with goal, action, challenge, opportunity and emotional arc

Journey map — goal, action, challenge, opportunity and feeling per stage

Root cause

Finding the root of the problem

Children can recognise an ISL sign without having enough opportunity to practise and verify their own signing.
Cause and effect fishbone diagram with five branches feeding the central problem

Cause & effect — five contributing branches and their downstream effects

Learning

  • Video-first learning
  • Limited structured practice
  • Fragmented resources

Practice

  • Teacher attention is limited
  • Repeated practice is difficult
  • Feedback is inconsistent

Accessibility

  • Camera may not be appropriate for every child
  • Text-heavy interfaces increase cognitive load
  • Audio cannot be the primary learning mechanism

Guardian

  • May not know ISL
  • Needs confidence and control
  • Needs privacy settings

Engagement

  • Repetition can become monotonous
  • Children need visible progress
  • Feedback needs to feel encouraging

5 Whys

Following the problem down

5 Whys diagram tracing the problem from symptom to root cause

5 Whys — from symptom to root cause

  1. Why 01

    Why can children struggle to learn ISL?

    Because learning can depend heavily on demonstration without enough individual practice.

  2. Why 02

    Why is individual practice limited?

    Because teachers cannot continuously observe every child's signing.

  3. Why 03

    Why can't the child practise independently?

    Because many resources primarily deliver content rather than interactive practice.

  4. Why 04

    Why does this matter?

    Because recognising a sign and performing a sign are different learning outcomes.

  5. Why 05

    What is the underlying opportunity?

    The product needs to bridge see → understand → perform → receive feedback.

The opportunity wasn't simply to create more ISL content. It was to create a meaningful practice layer around that content.


02 / Define

Turning research into a focused product opportunity.

Problem statement

Young Deaf and non-speaking children need a visual-first way to build foundational ISL skills that goes beyond watching demonstrations, while guardians need control over accessibility, privacy and learning rhythm.

How might we…

How might we create a visual-first ISL learning experience that allows young children to learn, practise and reinforce signs independently, while giving guardians meaningful control over accessibility, privacy and learning rhythm?

For whom

Young Deaf and non-speaking children and their guardians.

Action

Learn, practise and reinforce ISL through structured visual lessons and interactive activities.

Value

Build foundational communication skills through accessible, low-pressure practice while giving guardians control over the learning environment.

Principles

Five rules the product had to hold to

  1. 01

    Visual first

    Show before explaining.

  2. 02

    Practice, not just watch

    Every lesson should provide an opportunity to perform.

  3. 03

    Camera optional

    Accessibility should not depend on one input method.

  4. 04

    Child simple, guardian informed

    Keep child interactions simple while giving guardians meaningful controls.

  5. 05

    Progress should motivate

    Make learning feel like a journey rather than a test.

Product strategy

One learning loop, repeated at every level.

Each lesson is a complete cycle rather than a page of content. The loop is what makes practice a structural part of the product rather than an optional extra.

LearnWatchPracticeFeedbackProgress
Core learning loop: see, understand, watch, perform, feedback, progress

Core learning loop — see, understand, watch, perform, feedback, progress

Information architecture

A hierarchy a six-year-old can hold in their head.

The child-facing tree stays four levels deep at most; everything configurable lives behind the parent section.

Information architecture sitemap across the child and guardian experiences

Information architecture — child and guardian trees

User flow

The primary path through a lesson

Primary user flow part 1: guardian access, setup and child learning cyclePrimary user flow part 2: practice branching, feedback and progression
Primary user flow — guardian setup, child lesson cycle, progression
HomeClass 1Course 1Level 1Lesson ALearnISL demonstrationPracticeCamera or no cameraFeedbackCorrectXPNext lesson

Camera practice flow

The branch below is where accessibility becomes structural: the camera route and the camera-free route both complete the same lesson objective.

PracticeCamera permissionHands only / Full signing / No cameraHand positioningSign detectionFeedback
  • CorrectContinue
  • IncorrectTry again
  • Repeated difficultyWatch again
  • No cameraMatching activity

03 / Develop

Exploring how the product could make learning feel simple, visual and engaging.

Direction 01

Video-first learning

Strength
Simple content delivery.
Limitation
Doesn't verify practice.
Direction 02

AI-first sign translation

Strength
Interactive.
Limitation
Introduces technical complexity and privacy concerns.
Direction 03Chosen

Visual learning + optional practice

Strength
Balances structured learning, practice, accessibility and privacy.
Limitation
Requires two parallel practice routes to stay in sync.

I chose to focus the product on structured learning and meaningful practice rather than making translation the centre of the experience.

From structure to interface

Wireframe — Welcome / guardian entry
Welcome / guardian entry
Wireframe — Home — learning journey
Home — learning journey
Wireframe — Lesson — letter A
Lesson — letter A
Wireframe — Parent dashboard
Parent dashboard

Design decision
Early wireframes intentionally reduced each screen to one primary action to minimise cognitive load for younger learners.

Design system

A system built around demonstration, not text.

Component decisions followed the constraints: large targets, non-colour feedback states, and cards that lead with visual content.

Color

  • Primary
  • Secondary
  • Success
  • Warning
  • Error
  • Neutral

Typography

  • Display
  • Heading
  • Body
  • Caption

Components

  • Buttons
  • Learning nodes
  • Progress
  • Video cards
  • Practice cards
  • Feedback states
  • Navigation
  • Settings rows

Accessibility

  • Contrast
  • Text scaling
  • Touch targets
  • Reduced motion
  • Non-color feedback
  • Captions

Signa

Product design system

18 sections — foundations through accessibility. Live components, not a screenshot.

01

Foundations

Every token exists to serve one of three constraints: visual-first learning, large touch targets, and feedback that never depends on colour alone.

Brand

color.primary

#4B49E5

Accent

color.secondary

#FF8A3D

Surface

color.surface

#FFFFFF

Text

color.text

#171632

Base unit

4 px

Min touch target

48 × 48

Body contrast

≥ 4.5:1

02

Colour

Primary

primary/600

#4B49E5

Primary soft

primary/100

#E8E7FF

Secondary

secondary/500

#FF8A3D

Success

semantic/success

#1EA96C

Warning

semantic/warning

#E9A507

Error

semantic/error

#E1483F

Info

semantic/info

#2E86F0

Neutral

neutral/200

#E2E1EE

Background

bg/base

#F7F7FB

Surface alt

surface/alt

#F0F0F7

Text

text/primary

#171632

Text muted

text/muted

#5C5B7A

Colour never carries meaning alone — every state pairs a hue with an icon and a word.

03

Typography

Display

Learn to sign

Nunito · 700 · 40/44

H1

Today's lesson

Nunito · 700 · 32/38

H2

Course 1 — Alphabet

Nunito · 700 · 26/32

H3

Practice modes

Nunito · 600 · 20/28

H4

Camera-free practice

Nunito · 600 · 16/24

Body large

Watch the sign, then try it yourself.

Inter · 400 · 17/28

Body

Copy the hand shape shown in the video.

Inter · 400 · 15/24

Body small

You can practise without the camera.

Inter · 400 · 13/20

Label

GUARDIAN ACCESS

Inter · 600 · 11.5/16

Caption

Video plays at 0.5× by default

Inter · 400 · 11/16

Button

Go to practice

Inter · 600 · 14/20

Numeric / XP

+40 XP

Nunito · 800 · 26/30

04

Spacing

XS4px
SM8px
MD16px
LG24px
XL40px
XXL64px
05

Grid

Mobile — 4 col

20px page margin · 12px gutter · cards stack full-width.

Tablet / guardian — 8 col

Max content width 720px · 24px card spacing.

06

Border radius

Aa

SM 8

Aa

MD 16

Aa

LG 24

Aa

XL 32

Aa

Pill

07

Elevation

None
Subtle
Card
Elevated
08

Iconography

Home
Class
Badge
Leaderboard
Settings
Progress
Practice
Access.
Camera
Privacy
Screen time
Reward

Rounded stroke icons, 2px weight, 24px grid — friendly without being cartoonish.

09

Buttons

10

Learning components

Completed

Current

Locked

Course 1 · Lesson 3

Letter C

Watch · Copy · Check

Play lesson

Activity card

Match the sign

3 of 5 activities

11

Course / class components

Class→Course→Level→Lesson→Activity

Class card

Alphabet Class

2 courses · 26 lessons

Course card

Course 1 — A to M

Level card

Level 2

Unlocks at 200 XP

Lesson card

Letter B

In progress
12

Progress

Lesson progress

70%

Course progress

18 of 26 lessons

13

XP

+20 XP +40 XP +50 XP +200 XP

XP rewards effort and attempts, never accuracy alone — a wrong attempt still earns progress.

14

Badges

Locked

45%

In progress

Earned

First lesson!

Celebration state

15

Video / sign demonstration

Hand shape: closed fist, thumb at the side. Video occupies ≥60% of the learning card.

16

Camera-free practice

Aa

Which one is the sign for A?

Correct Try again
17

Feedback states

Success

Great job!

Encouragement

Nearly there — one more go.

Try again

Try again!

Incorrect

That's a different sign.

Locked

Finish Letter A first.

Completed

Lesson complete.

Child-facing copy stays to three words where possible; guardian views carry the detail.

18

Accessibility

Text scaling up to 200%
High contrast mode
Reduced motion
Slower demonstrations (0.5×)
Simplified instructions
Larger touch targets (48px+)
Reduced distractions
Non-colour feedback (icon + word)
Captions and supporting visuals
Camera-free alternative for every activity

Accessibility components live in the core library — not in a separate "accessible mode".

Design system — live specimen, scroll to inspect

Accessibility

Accessibility as product architecture

Accessibility was treated as a product-level constraint rather than a visual layer added at the end. Designed with WCAG 2.2 principles in mind; formal conformance has not been tested.

Perceivable

  • Visual information
  • Contrast
  • Captions
  • Non-color feedback

Operable

  • Large touch targets
  • Simple gestures
  • Clear navigation

Understandable

  • Consistent interaction
  • Simple language
  • Predictable feedback

Robust

  • Clear semantic structure
  • Accessible interaction states

Privacy by design

Camera should be an option, not a requirement.

Camera-based practice can provide richer feedback, but it also introduces privacy, comfort and access considerations. Instead of making camera use mandatory, Signa provides an equivalent camera-free learning activity.

01

Hands only

Practice signs while keeping the face outside the frame.

02

Full signing

Optional practice including facial expression.

03

No camera

Visual matching activity.

Hands only, full signing and camera-free practice modes side by side

Three practice modes against the same lesson objective

Cognitive load

Designing for a six-year-old

Because the primary learner is young, reducing cognitive load became a central design constraint.

  1. 01

    One primary action

    Large visual hierarchy, a single decision per screen.

  2. 02

    Minimal text

    Use demonstration instead of explanation where possible.

  3. 03

    Recognition over recall

    Show signs, objects and examples.

  4. 04

    Consistent interaction

    The same interaction patterns repeat across lessons.

  5. 05

    Gentle feedback

    Errors become opportunities to try again rather than moments of failure.


04 / Deliver

Turning the learning model into a cohesive product experience.

01

Onboarding

Guardian setup → Child profile → Age → Learning rhythm → Break
Onboarding screens
02

Learn

Class → Course → Level → Lesson → Letter → ISL demonstration
Learn screens
03

Practice

Camera → sign → feedback → No camera → match the sign → feedback
Practice screens
04

Progress

Lesson completion → XP → Badges → Leaderboard
Progress screens

Key interactions

Three moments the product depends on

Lesson

The lesson intentionally separates recognition from performance: the child first understands the symbol and its meaning, observes the ISL sign, and only then attempts to reproduce or identify it.

Home — continue the course
Home — continue the course
Learn the letter — Aa
Learn the letter — Aa
Learn the sign — Aa
Learn the sign — Aa
Learn the letter — Bb
Learn the letter — Bb
Learn the sign — Bb
Learn the sign — Bb
Scroll / drag horizontally

Camera practice

Camera practice is designed as an optional layer rather than the only route to completing a lesson.

Choose a practice mode
Choose a practice mode
Framing — ready to start
Framing — ready to start
Attempt — 'Almost'
Attempt — 'Almost'
Attempt — 'Correct'
Attempt — 'Correct'
Letter mastered — +5 XP
Letter mastered — +5 XP
Scroll / drag horizontally

Camera-free practice

The camera-free activity preserves the learning objective while removing the privacy and device constraints associated with camera input.

Find the sign for A
Find the sign for A
Find the sign for B
Find the sign for B
Correct — letter mastered
Correct — letter mastered
Session summary — activities & XP
Session summary — activities & XP
Scroll / drag horizontally

Parent experience

A different level of complexity, on purpose.

The parent experience intentionally uses a different level of complexity: children receive simplified interactions, while guardians receive the controls and context required to configure the learning environment.

Parent settings, accessibility, practice, rhythm and privacy screens

Riya's setup · How Riya sees · How Riya practices · How Riya rests · Privacy & safety

Evaluation

What the audit revealed

After building the initial experience, I evaluated the flow against usability heuristics, accessibility principles and the needs of the two user groups.

  1. Finding 01

    Camera framing was unclear.

    Change — Added explicit hand-position guidance.

  2. Finding 02

    Parent accessibility settings were too abstract.

    Change — Reorganised settings around concrete child needs.

  3. Finding 03

    Camera practice could become a privacy barrier.

    Change — Introduced Hands Only and No Camera alternatives.

  4. Finding 04

    Error feedback could feel punitive.

    Change — Introduced encouraging retry states and parent-level guidance.

  5. Finding 05

    Learning hierarchy was difficult to understand.

    Change — Established Class → Course → Level → Lesson → Activity.

Iteration

What changed

Design iterations driven by usability findings.

Before and after screens for camera guidance, course structure, accessibility, and hands-only interaction
Before / after — the four key iterations
01 — Camera guidance

Problem — The original camera screen focused mainly on generic camera settings and did not clearly communicate where the user's hands should be positioned.

Change — Added clear hand-position guidance so students understand where to place their hands before starting.

02 — Course structure

Problem — The original learning flow moved too quickly from the ABCs into the course and did not provide enough structure.

Change — Restructured the learning experience into Course → Chapters → Lessons. Each course contains 2–3 chapters, and each chapter contains 1–3 short lessons. This keeps the learning journey simple and prevents students from feeling overwhelmed.

03 — Accessibility

Problem — The original accessibility-related interactions were more complicated than necessary.

Change — Simplified the accessibility screens and interactions so students can understand what to do with less cognitive effort.

04 — Hands-only interaction

Problem — The hands-only interaction created a usability issue because students were not given enough guidance about the required hand position.

Change — Redesigned the interaction to make the expected physical behavior and hand placement more explicit.

I also iterated on several other screens throughout the product based on usability issues, simplifying interactions and improving clarity wherever the original experience created unnecessary friction.


Final product

What the product is built around

  1. 01

    See

    Understand visually.

  2. 02

    Sign

    Observe ISL.

  3. 03

    Practice

    Perform the sign.

  4. 04

    Feedback

    Understand how to improve.

  5. 05

    Progress

    Continue the learning journey.

Expected product outcomes

Expected outcomes — concept stage; not measured post-launch

  1. 01

    Make foundational ISL learning more structured and visually engaging.

  2. 02

    Give children meaningful opportunities to practise rather than only consume content.

  3. 03

    Provide a camera-free alternative for children who cannot or do not want to use camera practice.

  4. 04

    Give guardians meaningful control over accessibility, privacy and learning rhythm.

  5. 05

    Reduce unnecessary cognitive load through visual-first interaction.

Limitations

What this concept does not yet prove

  • AI sign recognition would require real-world model validation.
  • ISL content should be reviewed with qualified Deaf / ISL educators and native signers.
  • The learning curriculum would require educational validation.
  • Child usability testing would be essential before real-world deployment.
  • Privacy and data architecture would require technical and legal review.
  • WCAG alignment would require formal accessibility testing.
  • This is a prototype, not a production-ready educational system.

If taken into development

Next steps

  1. 01Co-design with Deaf educators and ISL users.
  2. 02Test learning comprehension with children in the target age range.
  3. 03Validate sign recognition accuracy with real-world hand variations.
  4. 04Conduct accessibility testing with assistive technology.
  5. 05Validate privacy architecture and consent flows.
  6. 06Pilot the curriculum with schools and learning organisations.
  7. 07Measure learning outcomes rather than relying only on engagement metrics.

Reflection

What this project changed in my thinking

Signa changed how I think about accessibility. I initially approached accessibility as a set of interface requirements, but the project showed me that it can fundamentally change the product architecture itself.

  1. 01

    Accessibility can change the interaction model.

  2. 02

    For children, simplicity is a product strategy rather than merely a visual style.

  3. 03

    Designing for multiple users means giving each user the right level of control rather than giving everyone the same interface.

Good accessibility shouldn't make a product feel different. It should make the product feel easier.