Designing for Pre-Readers

Pre-K Spanish reading activities on tablets: the Counting Syllables activity with a hippo helper, the ¿Cuántas sílabas hay? title screen, and a reward screen of costumed characters
role UX/UI Design Lead, Istation
timeline April to November 2020
team Product Owner, Junior Designer, Lead Developer, Junior Developer, Lead Artist, Artist, 3 Curriculum Specialists, 2 QA
skills
UX DesignUsability TestingMotion DesignCross-functional Facilitation

I led design for seven Spanish activities that teach pre-reading skills to 3 to 5 year olds, from sketch-led sessions with the team's educational experts through prototypes tested with a pre-reader from the target audience. The suite covers 25% of all pre-K U.S. reading standards, and a collectible character system I designed and rigged gives kids a reason to replay activities and practice.

7
activities in the suite
25%
of pre-K U.S. reading standards covered
3
prototype versions tested with a pre-reader

This is earlier work from Istation, which makes reading assessment and instruction software for schools. The students it was for were 3 to 5 years old and couldn’t read yet. Every instruction, label and piece of feedback had to work without words, which is why we tested with a child instead of guessing.


Problem

Istation’s Spanish curriculum had a gap in its Pre-K standards coverage. It was missing phonological awareness, the ability to hear and work with the sounds in spoken words, which children need before they can learn to read.

The content had to teach real skills, hold the attention of 3 year olds, and be usable by students who couldn’t read a single instruction or label.


Starting From the Classroom

The team’s educational experts identified the foundational skills students needed and showed us how teachers already teach them. For counting syllables, students place a counter on a card for each syllable they hear, left to right.

Two classroom syllable-counting materials: picture cards with rows of colored counters, and a How Many Syllables worksheet with buttons placed on numbers
Classroom strategies the educational experts shared. The activities started from these, not from a blank screen.

I led the brainstorming sessions with rough sketches, working with the whole team to translate those classroom strategies to a screen.

Three rough marker sketches of activity concepts: puzzle pieces building a picture, a character beside a row of counters and a check button, and a train carrying syllable cars
Sketches from the team brainstorming sessions.

Six principles came out of those sessions and guided every activity:

  • Activities are brief and efficient.
  • Art uses bright colors and curvy shapes.
  • Every activity shares a single design system.
  • Layouts and interactions stay simple.
  • The UI is understandable without labels.
  • Activities are replayable, so students can practice.

Testing With Pre-Readers

I built low-fidelity prototypes in Adobe XD so we could test early and change designs before anyone wrote production code.

Adobe XD prototype flows for three versions of the Counting Syllables activity, labeled plusMinus, disabledStates and Version 1, with correct and incorrect answer states
Three versions of Counting Syllables, prototyped in Adobe XD with correct and incorrect answer states.

The team felt it was critical to test with a pre-reader. We were only able to test with one student, but as a native Spanish speaker of Pre-K age, she was exactly who the activities were for. We paid her in pizza, and she was thrilled to help.

Counting Syllables shows how testing shaped the design. We tested three versions of the same activity.

Simple Tap
Plus/Minus
Disabled States
The three Counting Syllables prototypes, recorded in Adobe XD.
considered Simple Tap, where students place counters in any order and tap a counter again to remove it. It tested as intuitive. Plus/Minus, which adds and removes counters with buttons.
chose Disabled States, which only lets students fill counters left to right.
why Simple Tap was easy to use but taught the wrong habit. Teachers have students place counters left to right to prepare them for reading left to right. Plus/Minus kept the order but relied on symbols pre-readers don't know yet. I assumed an enforced order would feel restrictive, but our tester enjoyed Disabled States the most.

The easiest version wasn’t the one that taught kids to read. The design had to satisfy both the children and the experts.

Testing caught one more problem. Our tester didn’t think to tap a placed counter to remove it, so we added an eraser button.

The finished Counting Syllables activity: counters fill left to right, and the eraser clears them.

A Reason to Keep Practicing

The last principle, replayability, needed a reason for kids to come back. I designed a reward system where students collect friendly characters, then choose one to accompany them through the activities. The companion offers help when a student gets stuck.

The team’s lead artist drew the characters. I vectorized them and built a puppet rig with motion design animations to plug every character into, and the team’s developer put the rig and assets together as unlockable characters. Costume variants on the shared rig added up to hundreds of unlockable characters.

The lead artist's pencil sketch of a moose character Artist's sketch
Puppet rig
Costume variants
From sketch to unlockable character: the lead artist's sketch, the puppet rig I built, and costume variants on the same rig.
The reward screen in the finished product.

Outcomes

The suite added seven activities to Istation’s Spanish content library and covers 25% of all pre-K U.S. reading standards. It filled a need Istation’s Spanish teachers had had for years.


Reflection

This project changed how I think about intuitive design. The most intuitive version of Counting Syllables was the wrong one, and only testing with real users next to subject matter experts could show that. Neither group alone would have landed on the final design.

It also reinforced something I still push for on every project: test with the real users, even when they’re hard to test with. Even one pre-reader caught problems no adult reviewer would have, like not knowing to tap a counter again to remove it.