Dale Baker Jr

I design thoughtful experiences by translating research into clear interaction patterns and real-world product decisions.
               
                         
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  1. Multilingual Storybook
  2. AI Activity Tracker
  3. Theater Co - Design

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

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