SARAH GONG
Hamperdoo
French Learning App
Centre for Digital Media, 2019.
The brief
Design a novel solution that introduces a new language to children between the ages of 6-10. The solution must also consider teachers looking for new perspectives on approaching language learning.
Keep in mind that kids might not all access to personal portable devices.
Solution
Hamperdoo is a language learning suite that introduces Early French Immersion for Grade 1 students in British Columbia (BC, Vancouver, Canada) by using a combination of physical group-based activities that are later applied individually on digital devices.
My contribution
Product management, user experience design, learning design
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Led in defining the scope, roadmap, and deliverables with key stakeholders.
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Facilitated brainstorming, retrospective and team building.
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Led in studying learning theories and teaching methodologies and applying them to the user experience design.
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Utilized my own teaching experience in the scope management process.
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Led in mapping out users’ experience, details including a day in life, user journey map, decision tree, wireframes, user flow and prototypes.
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Liaised with education leaders and sought professional advice, such as the former Superintendent in the district.
Click to read a journal entry (visual retrospective) on this project.
Hamperdoo
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An iPad-based language app.
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Tailored to the BC new curriculum French Immersion programs.
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Divided into activity branches: exposure and application.
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To be used in a classroom setting with the teacher’s guidance.
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Involves a combination of physical and digital activities.
Key features
01. A digital pet named Hamperdoo & Physical in-class activities
Hamperdoo
French song (video 0:03-0:11)
Game (video 0:12-1:07)
02. Language exposure (songs) & Consolidation (games)
03. Teacher facilitation & Student learning
Teacher version & Student version