Signthing: Indonesian Sign Language Learning for Hearing Friends

Rain Rn

User Researcher
UX Designer
UI Designer
❗ Due to copyright protection of this project report, I am unable to provide specific details about this project

🔍 Project Background

In Indonesia, deaf individuals face challenges in communication and getting information due to their hearing loss. This means they aren't getting the language support they need as quickly as they should. Using sign language, which uses gestures and facial expressions to convey words, can be a big help. But not many people have the chance to learn it. That's why this research aimed to create a user-friendly prototype of an app for learning Indonesian Sign Language, to address this issue and cater to the needs of users.

🎨 Role

UI/UX Designer

⏳ Project Timeline

8 Month

🖌️ Tools

Figma, Figjam, Whimsical, Maze, Zoom, Google Form

🔑 Key Problem

Limited accessibility for hearing individuals to learn Bisindo leads to ineffective communication in sign language.
There's a need to design a Bisindo learning app that caters to the specific needs of hearing individuals based on their learning experiences with Bisindo.

🎯 Goal

To design a solution based on previously conducted user needs analysis and create a prototype of an Indonesian Sign Language (Bisindo) learning application for hearing individuals.

❓ How Might We Questions

How can we assist hearing individuals in accessing Bisindo classes that match their existing understanding?
How can we help hearing individuals practice and communicate with Deaf friends?
How can we aid hearing individuals in evaluating their understanding of Bisindo?
How can we provide hearing individuals with Bisindo learning materials that can be accessed anytime, anywhere?

🔬 Method

This research will produce a user-focused problem-solving prototype using the Design Thinking method by Lewrick et al. (2020).
It will focus on the solution space with two repeating stages (ideate, prototype, test, and reflect) as a continuation of previous research. The ideate phase will begin by addressing "How Might We" questions and considering design implications from previous studies.
Note: This project was conducted in Bahasa Indonesia to cater to the Indonesian user base

🧠 Ideate

Conduct an ideation process to discover solutions to the defined problems. Translate needs into features through stages like structured brainstorming, matrix, ideation validation, and feature development.
Brainstorming results in Figjam
Brainstorming results in Figjam
2x2 Matrix to prioritize idea
2x2 Matrix to prioritize idea
Validate the idea to the Native Speaker
Validate the idea to the Native Speaker
Feature to be developed
Feature to be developed
Information Architecture (Ideate Stage 1)
Information Architecture (Ideate Stage 1)
Low-fidelity Mockup (Wireframing)
Low-fidelity Mockup (Wireframing)

👩‍💻 Prototype

Visualize the defined solution into a prototype with various outputs including information architecture, task flow, low-fidelity design, UI style guide, and medium-fidelity design.
UI Style Guide
UI Style Guide
Final Result Medium Fidelity (Prototype Stage 2)
Final Result Medium Fidelity (Prototype Stage 2)

📱 Test

Conduct testing of the design solution with Bisindo learners engaged since the understanding phase. Stages include SUT and post-test interviews, identifying usability problems.
Usability problem from usability testing (stage 1)
Usability problem from usability testing (stage 1)
Usability problem from usability testing (stage 1)
Usability problem from usability testing (stage 1)

🪞 Reflect

Evaluate and retrospect on the research process and the overall product with stages like "I like, I Wish, I Wonder."

📝 Conclusion

The designed prototype successfully addressed the four "How Might We" questions defined in the previous study. The ideation process conducted with the research team provided a better understanding of user problems, leading to ideas that meet user needs. Validating the ideas with instructors yielded valuable feedback and adjustments to the process and conditions of teaching Bisindo as it is currently practiced.
The collaborative prototype design process with the research team facilitated smoother implementation, allowing for two-way discussions. The prototype was tested twice with target users, resulting in improved qualitative data. This indicates that the improvements made based on user issues had a positive impact. While there were some usability problems in the second test, overall, the prototype received more positive responses compared to the previous iteration. According to users, the prototype is seen as a solution that aids them in learning Bisindo, and they would even recommend this design to others.
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