Inclusive learning product 2024

SOULMATH

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

Android Figma Gamification Usability Testing
Peran Testing User & Evaluation
Tahun 2024
Stack Android, Figma, Gamification, Usability Testing
Tim 3 people
Ringkasan

Masalah yang perlu diselesaikan project ini

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.

Pembingkaian masalah

Dari workflow yang berantakan menjadi requirement produk yang lebih jelas.

Pekerjaan dimulai dengan memisahkan kebutuhan operasional staf dan kebutuhan customer, lalu mengubahnya menjadi requirement produk yang lebih jelas.

Tantangan

Apa yang membuat pekerjaan ini menantang?

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.

Kolaborasi

Orang-orang di balik pekerjaan ini.

DW

Dhamar Santi Kusuma Wardani

UI/UX Designer

KS

Kylix Eza Saputra

UI/UX Designer

NS

Nanda Safira

Curriculum & Researcher

Refleksi

Apa yang ditunjukkan case ini tentang cara saya bekerja.

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.