Shoonya Kids: Designing a Multilingual Digital Storybook for Young English Language Learners
Shoonya Kids University of Washington
2025
My role: UX Designer (Product Design Focus)Team: Designers (3), Researchers (2)Time frame: 6 months Client: Shoonya Kids Platform: Tablet (iPad)
Primary Users: Children ages 5-7 (English Language Learners)
overview
Shoonya Kids is a game-based language-learning platform that supports multiple languages, including English, Spanish, and Hindi. The team wanted to explore how interactive storytelling could complement existing games to support early literacy, specifically phonemic awareness, for young English Language Learners.
I designed a multilingual, narration-first digital storybook that uses audio, touch, and playful feedback to help early readers build confidence whilekeeping cognitive load low.
the problem
Early English Language Learners often struggle to connect sounds to words, which can make reading frustrating and disengaging. Shoonta supported language learning through games, but lacked a story-based experience that could reinforce phonemic awareness while remaining playful, accessible, and multilingual.
design goal
Design an interactive, multilingual digital storybook that helps early readers build phonemic awareness through playful, accessible storytelling.
We intentionally narrowed the scope to focus on the core reading experience, rather than parent dashboards, teacher analytics, or story navigation systems.
my role & responsibilities
I defined interaction patterns for early readers, designed child-friendly affordances and feedback systems, led accessibility decisions for sensory and motor needs, iterated mid- and high-fidelity designs through usability testing, and partnered with researchers and a PMs to balance learning goals with feasibility.
research that informed design
Methodology
Literature review on early literacy and multilingual learning
Competitive analysis of children’s literacy apps
In-person observation with children
Expert interviews with bilingual educators
Moderated usability testing
Design Principles
Relatable: Familiar stories and characters to support comprehension
Engaging & playful: Delightful interactions without visual or cognitive distraction
Guided choice: User agency within a clear, structured flow
Low cognitive load: One primary interaction per screen
Key Insights Design Implications
Less is more Reduced screen density and limited simultaneous interactions
Silly increseses enegement Playful animations and character interactions
Interactivity reinforces learning tap-to-hear words and post-story activities
sensory flexibility matters optional audio and controlled animation frequency
early concepts & design pivot
We initially explored a choose-your-own-adventure model with branching narratives and modular story elements.
Choose your-own-adventure card prototype
End of story module retention activity conception
We pivoted to a single, familiar story (Giraffes Can’t Dance) to prioritize interaction clarity, educational scaffolding, and accessibility — demonstrating responsible scoping and prudent judgment.
Why we pivoted
High cognitive load for early readers
Risk of repetitive paths reducing learning value
Feasibility constraints within a 6-month timeline
accessibility & usability decisions
Optional background music for sensory sensitivity
Strong color contrast and large tap targets
Limited animation repetition to reduce overstimulation
Audio reinforcement for non-readers
usability testing & iterations
What worked: Playful character interactions increased engagement; Tap-to-hear words improved confidence and comprehension; Teachers valued the balance of instruction and play
What we improved: Clearer implicit onboarding through visual cues; More discoverable language-switching controls; Easier access to audio settings
final solution
Core Reading Experience
Narration-first flow to encourage listening before interaction
Words become tappable after narration to reinforce phonemic awareness
Subtle motion cues to signal interactivity without instruction
Tracing
Drag & Drop
Silhouette
End-of-story Retention activities
Tracing: Vocab consists of high-frequency sight words. Stoke guidance supports motor skills. Once tracing is complete, the word is read aloud to reinforce phonemic awareness.
Drag & Drop: Reinforces familiar words from the story. Correct completion triggers positive animation and reads the words aloud, combining visual, tactile, and audio feedback.
Silhouette: Character recognition and builds narrative memory.
final outcome
Delivered a validated storytelling interaction model for Shoonya
Informed future product direction for multilingual content
Received positive qualitative feedback from children and teachers
Established scalable patterns for accessibility-first children’s UX
reflection
This project strengthened my skills in interaction design, accessibility-first thinking, and interactive product design. Designing for children required clarity, restraint, and precise feedback — often more challenging than designing for adults.
The work reflects how I approach product design: grounding decisions in research, scoping responsibility, and prioritizing usability alongside delight.
next steps
Future opportunities include: - Multiple difficulty levels per story - Sylus-friendly interactions for motor-skill development - Higher-order challenges for advanced readers - Line-reader tools inspired by immersive reading systems.
HCDE Capstone Project - University of Washington, in partnership with Shoonya Kids