top of page
litquestbanner.jpg

Role: Research, design, prototyping, and testing.

Timeline ongoing

Design Goal: Create an English literacy learning resources that is approachable, fun and easy to use.

Product Goal: Engage user in fun and unimposing way to develop there reading skills

Why this matters: Adult literacy is a hidden crisis. Millions of adults speak English but can’t read it, limiting work, digital access, and everyday independence. Most tools are text‑heavy or school‑like, which can feel intimidating or discouraging.

LitQuest removes those barriers with a playful, low‑text, confidence building path into reading that meets learners exactly where they are.

Meet Budiwati:
Artboard 4_2x.png

She's a 27 year old small business owner born and raised in Raja Ampat, Indonesia

Users: Individuals who are relativly fluent in spoken English but lack literacy skills, including non-native speakers and those who have not had the opportunity to learn to read for various reasons

Artboard 1_2x.png
Artboard 1_2x.png

Wow!

Amazing where do I sign up?

Hi  I'm here representing the Indonesian tourism board, We love your locally sourced and sustainable, you are a great fit to have  attraction page. Should help drive  sales for your business  while helping the local economy!

Artboard 2 copy 2_2x.png

Just pop on to our site and fill out the application

Great thanks

Artboard 2_2x.png

English?

Artboard 2 copy_2x.png

I can't read English! This can really destroy a good opportunity

Budiwati2.png

I need a way to learn to read. I need Something engaging that can quickly take me through the basics, and will also keep me motivated to keep learning

What this revealed

  • Many adult learners are fluent speakers but complete non‑readers, meaning even simple text labels become blockers.

  • Motivation is tied to real‑world goals (employment, independence), not abstract learning milestones.

  • Shame and fear of failure strongly influence engagement; the experience must feel safe, friendly, and non‑judgmental.

  • Navigation must rely on icons, audio, and clear visual cues rather than written instructions.

  • Lessons must be short, digestible, and immediately rewarding to maintain momentum.

Competitive Analysis
Interface
Navigation and Layout
Simple, tab-based with clear progress tracking
Scrollable library format
Course-based, modular structure
Visual Style
Gamified, colorful, engaging characters
Clean UI with audiobook-style
visuals Simple, engaging, memory-focused
Reading Experience
Readability Large, bold fonts; spaced text for clarity
Dual-text display with highlights
Simple text blocks with pronunciation aids
Beelinguapp.png
Memrise-new-logo.png
png-clipart-duolingo-full-logo-tech-comp
litquest_assetslogo.png

Hmmm what can be put together that has a competitive edge with these insights?

Accessible, high-contrast, intuitive gamified
Designed for non-readers, clear iconography
Dyslexia-friendly fonts, customizable contrast
Engagement and User Motivation
Gamification
Gamification XP points, streaks, leaderboards
Interactive reading challenges
Memory training, streaks Progress
Personalization
Adaptive difficulty, AI-based lesson suggestions
User-selected stories & texts
AI-driven vocabulary repetition
Community Features
Social leaderboards, clubs
No direct community engagement
User-generated content, shared courses
badges, real-world goal tracking Personalization
Custom reading paths based on literacy level
Peer support, live tutoring options
Learning Features & Tools
Progress Tracking
Levels, badges, daily goals
Reading time tracking
AI-driven spaced repetition
Audio Support
Text-to-speech, native speaker audio
Side-by-side audio-text sync
Native pronunciation clips
Offline Learning
Limited, premium only
Yes
Yes
Story-based milestones, real-world reading benchmarks
Interactive read-aloud & speech recognition
Is a must!
Accessibility& Inclusivity
Multi-Language Support
40+ languages
Multilingual audiobooks
20+ languages
Voice & Audio Feedback
Voice & Audio Feedback
Text-to-speech, voice lessons
Audiobook narration
Text Customization
Text Customization Basic font & size settings
Default settings, limited control
No major customization
Focused on English literacy
Native speaker clips
Full customization (fonts, contrast, modes)

Most literacy tools assume users can already read menus, text labels, and multi‑step onboarding. None offered a fully icon‑driven, audio‑guided experience for true beginners — a clear gap in the market.

This confirmed LitQuest’s focus on:

  • ultra‑low text

  • consistent iconography

  • audio‑first guidance

  • dyslexia‑friendly visuals

  • a progression system that reduces overwhelm

The analysis made one thing clear: LitQuest isn’t just another literacy app it’s built for learners who’ve long been overlooked.

Foundations of learning to Read

identify the main idea of what is written

Expand vocabulary and start to focus on user needs

Artboard 1_2x.png

Vocabulary

Text comprehension

Phonological sensitivity and
blending

Syntax

Phonic Awarness

Learn the Alphabet and the sounds each letter carries

Learn combination  letter sounds like th,, sh, tion,, and letter blending

Basic sentence structure

These literacy foundations directly shaped the product architecture. Each module maps to a cognitive skill:

  • Phonics → sound recognition and letter‑sound mapping

  • Chunking → decoding and pattern recognition

  • Syntax → comprehension and meaning‑making

By grounding the interface in learning science, every screen supports how the brain actually acquires reading skills. This ensured the product wasn’t just visually accessible — it was pedagogically sound.

Artboard 8_2x.png
Budiwati1.png

So this is how you are going to start my literacy journey?

Design architecture
wireframe_map.jpg

Wireframes 

Progression map:

Designed to make the journey to reading clear.

Lesson  One:

Connecting sounds with letter forms.

Wirefram3_Lesson_1.jpg

First test:

 Test how much of the Alphabet the user has learned. 

Wireframe_Test1.jpg

User testing

Budiwati1_edited.png

Insights:

  • user is engaged by the gamification  design

  • Buttons and interactive elements need to be more clearly defined

"Well this is more than a little confusing I don't know what's a button and  what isn't. I do like the idea of a map though reminds me of candy land"

"This is a lot to memorize all at once maybe it can be broken up into smaller parts?

And that user bat at the top take up a lot of space for the amount of information its giving me!"

Budiwati2.png

Insights:

  • keep the information bite sized

  • streamline screen elements to reduce clutter

"Again having to memorize the whole alphabet all at once is a lot and only passing if I get all 26 correct in a row to move on makes me feel overwhelmed "

Insights:

  • Make tests shorter to increase success rate and help user stay engaged, this should help the user be more consistent

Budiwati1.png

User testing

Mockup

OK! that sorts out a manageable  amount of content to consume. What about incentive

Budiwati2.png
lofi_Lesson_1.png
lofi_Progess_chanllenge.png
Gear_Collect_sample.png
Gear_Collect_sample.png

For adult non‑readers, the emotional side of learning is as critical as the cognitive one. Shame, fear of failure, and past school experiences can derail progress fast.

Gentle rewards, avatars, and small achievements create positive reinforcement that celebrates consistency over perfection — helping learners build confidence and stay engaged through early challenges.

Achievements:

Unlockable gear and customizable avatars

Key UX decisions

  • Map‑based progression reduces cognitive load by showing only one clear next step, preventing overwhelm.

  • Icon‑only navigation removes early reading barriers and supports universal comprehension.

  • Bite‑sized lessons align with cognitive load theory and help learners build confidence quickly.

  • Consistent button shapes and shadows emerged from testing, improving affordance for users unfamiliar with digital interfaces.

  • Audio guidance ensures users can navigate and learn without relying on text.

These decisions transformed the product from a content delivery tool into a guided learning environment.

Prototype

If you would like to explore the prototype click the link below:

The prototype was designed to validate:

  • whether users could navigate an icon‑based interface without text

  • how effectively audio guidance supported onboarding

  • whether chunked phonics exercises felt achievable

  • how users responded emotionally to early successes and failures

  • whether the progression map communicated clarity and momentum

These goals ensured the prototype tested the experience, not just the visuals.

Results and Outcomes

Developing LitQuest has been an adventure in its own right! Discovery, iteration, and problem-solving being perilous side quests along the way.  Initially, one of the biggest challenges was designing an interface that catered to users who couldn’t read while still being intuitive and engaging. Traditional navigation patterns often relied on text-based instructions, which created an immediate barrier. Through testing, I realized that incorporating voice guidance, icon-based navigation, and interactive feedback was essential in making the experience accessible.

Another hurdle was ensuring that users felt motivated rather than overwhelmed. Early versions of the app had too many options upfront, making it difficult for users to know where to start. Simplifying the onboarding process and integrating gamified progression, visual cues, and real-time feedback helped reduce hesitation and kept learners engaged.

One of the most enlightening moments came when I observed how users interacted with audio-visual learning tools. I initially underestimated how crucial word chunking, phonetic breakdowns, and repetition were for retention. Once implemented, these features significantly improved user confidence and engagement.

Through continuous testing and iteration, I learned that simplicity, accessibility, and personalization are key to an effective literacy learning tool.

bottom of page