How was the process?

Designing for deaf youths is different from users in general. Deaf youths are unique because they have some specific characteristics that normal people do not. Therefore, to genuinely bring the solution for their problems in learning English, user-centered design (UCD) approach was being used.


This development starts with user and task analysis, including user characteristics, goal, tasks, and environment. These analyses form a conceptual model. The model then evolves into prototype, consisting of low-fidelity prototype and high-fidelity prototype (prototype with data flow and interface).

Problem Definitions

According to initial observation and interview in SLB-B Cicendo Bandung, one of the school for disabled in hearing loss in Indonesia, 74% of the students recognize it is very hard to learn English. Nevertheless, 84% of them are indeed interested to learn it. They have been understood the importance in learning English because they want to communicate with foreigners. The biggest difficulty for deaf youths in learning English is the differences between pronunciation and spelling.

User Needs

The user needs are obtained by user research. There are several user needs to be fulfilled on this project:

  • An educational media to help deaf youths learning English.
  • The educational media needs to acquaint new English vocabulary, grammar, and syntax.
  • The interface should be visually appealing, due to deaf youths’ visual interest.
  • The educational media needs to facilitate deaf youths to learn English easier.

The proposed user goals and tasks are to make them enthusiast in learning English and to get user accustomed in using English.

Usability Goal

  • Useful: The educational media should help user to learn English.
  • Effective: The media should accomplish the main objective, that is to have proper interaction and interface.
  • Learnable: User should be able to learn the media easily, including the content.
  • Likeable:The media needs to be liked by users.


There are 3 personas used in this project.


Define Solutions

Conceptual Model: Gamification

Implementing the concept of gamification, the metaphor of the proposed educational media is a pop quiz. User will be given a new word in English or a simple sentence to learn grammar. Then, there will be questions relating to the topic.

User Flow & Wireframe

The user conceptual model is implemented into high- fidelity prototype following the user flow below.


Final wireframe is designed considering the information architecture, navigation design, interface design, and visual design. The interaction is designed like a common interaction so the deaf students wouldn’t find it difficult to use.

Prototype: Low-fidelity



Before move to high-fidelity prototype, the low-fidelity prototype was tested through usability testing. It was better to test it as soon as possible to the user and find the problems.



Prototype: High-fidelity

Thigh-fidelity prototype is generated in InVision tools. It was made before implementing the app.



The app is developed in Ionic Framework, a complete open- source SDK for hybrid mobile app development. It is built on top of AngularJS and Apache Cordova. The development is using web technologies: HTML5, Sass, and AngularJS.

Usability Testing

The method used in usability testing was moderated-in-person, with 1 user and 2 testers: 1 as an observer and the other gives the instruction. Scenario:

  • Pre interview: The initial interview was done to perceive information of how users learn English generally.
  • Exploration: Users were given 3 minutes to explore the prototype. It was a stage to familiarize the prototype to users.
  • Tasks completion: After users explored the prototype, they had to complete several tasks to measure the usability goals and user experiences.
  • Post interview: The post interview was done to get direct insights of how users experienced the prototype.
  • Questionnaire: The questionnaire was done to gather quantitative data.



The result shows that most of the proposed user experiences are accomplished, which is 3 out of 4 user experiences are achieved. Users consider they are helpful and motivated while using the prototype. Most of the proposed usability goals also has been accomplished. The result in figure below shown that the prototype is useful, effective, and liked. More than 60% of users rated 4 for each component. Nevertheless, there is one user that think the learning content is bad, regarding there is a rate 2 for learning content.


Final Product


What did I learn?

Every evaluation from users is important to be analyzed. Even though it is only a user that gives bad response, it is necessary to analyze why he is not impressed. The usage of video in the educational media is actually a pain point. The size of mobile app will be large. But it is easier for users to use it directly, not always have to download some contents every time they want to learn new vocabulary. The next or similar study to learn about disability people should include psychologists and users’ families to gain more insight from users.