Inclusive learning product 2024

SOULMATH

Adaptive Learning for All: Enhancing Math Skills with SOULMATH for ABK Students

Android Figma Gamification Usability Testing
Role Testing User & Evaluation
Year 2024
Stack Android, Figma, Gamification, Usability Testing
Team 3 people
Overview

What this project needed to solve

SOULMATH is a gamification-based app designed so that students can learn by playing games. The application is specifically designed for children with special needs, particularly those with intellectual disabilities at SMKN 2 Malang.

These students need to participate in learning just like regular vocational high school students. By adopting an inclusive education concept, many challenges were faced.

Problem framing

From messy workflow to clearer product requirements.

The work started by separating staff operations from customer booking needs, then turning both into clearer product requirements.

Challenge

What made the work difficult?

The challenges encountered are diverse, ranging from adjusting the content to comply with the inclusive education curriculum to maintaining patience when dealing with students with unique needs. However, through dedication and teamwork, the application was successfully designed and usability testing was conducted.

Collaboration

The people behind the work.

DW

Dhamar Santi Kusuma Wardani

UI/UX Designer

KS

Kylix Eza Saputra

UI/UX Designer

NS

Nanda Safira

Curriculum & Researcher

Reflection

What this case says about how I work.

Start from the real workflow before deciding the interface structure.

Make system states visible so users know what happened and what to do next.

Write interface copy that reduces follow-up questions, not just fills empty space.