Lumo Edukativna mobilna aplikacija by Ruihong Jiang is a highly esteemed winner of the very prestigious 2026 Гвоздена награда A' Design Award in Дизајн мобилних технологија, апликација и софтвера Competition Category.
ГвозденаМобилни· 2026
Lumo Edukativna mobilna aplikacija
Client: Lumo
Гвоздена награда A' Design Award Winner in Мобилни Category
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The Design
About Lumo Edukativna mobilna aplikacija
Lumo je mobilna aplikacija za učenje namenjena deci sa disleksijom. Aplikacija podržava vežbanje čitanja i pravopisa kroz proširenu stvarnost i govor. Deca istražuju svetove priča, dodiruju trodimenzionalne objekte i naglas izgovaraju nazive tih objekata. Svaka izgovorena reč se prikuplja kao kartica za vežbanje, a kompletirani setovi otključavaju nova poglavlja. Tipografija, kontrast i tempo su odabrani tako da smanje kognitivno opterećenje, a obojena isticanja označavaju određena slova. Multisenzorni pristup povezuje zvuk, sliku i značenje ritmom koji dete samo određuje.
The Recognition
About the Гвоздена награда A' Design Award
Lumo Edukativna mobilna aplikacija је добитник Гвоздене награде A' Design Award, престижног признања које се додељује добрим дизајнима који испуњавају професионалне и индустријске захтеве очекиване од добро осмишљених творевина. Добитници Гвоздене награде показују велико умеће, високу специјализацију, стручно разумевање и креативне способности својих твораца. Очекује се да Lumo Edukativna mobilna aplikacija буде високо цењена, дивљена и вољена творевина која је практична и иновативна. Овај дизајн награђен Гвозденом наградом A' Design Award уграђује најбоље праксе индустрије и има компетентна техничка својства повезана са знањем и талентом. Захваљујући темељности, Lumo Edukativna mobilna aplikacija заслужује поштовање и осмишљен је да пружи побољшања квалитета живота која помажу да свет буде бољи.
Behind the Design
Press Kit
Credits, team members and technical details provided by the designer.
- Unique Properties
- Lumo is a mobile language app that helps children with dyslexia improve reading and spelling through an immersive, multi sensory experience. Using augmented reality, children explore story worlds, tap 3D objects, and say words aloud to collect practice cards. As cards are gathered, new chapters unlock, encouraging progress. Voice interaction with Lumo builds confidence, turning language learning into a magical, self-paced journey.
- Dimensions & Packaging
- Lumo is a concept mobile learning application for children with dyslexia, integrating augmented reality interaction, speech recognition, and multi-sensory visual feedback to support reading and spelling development. Designed for AR-capable smartphones, the system combines embodied word discovery, phonetic spelling exercises, and adaptive reward progression. Interface typography, contrast, and pacing are optimized to reduce cognitive load and enhance comprehension.
- Tags
- Dyslexia, educational app, app, interface design, user experience, education, inclusive, children
- Production Technology
- Digitally made, softwares and app including Figma, liblib, Photoshop, Illustrator, Blender, Procreate.
- Design Challenge
- A primary challenge was identifying a typographic and visual language suitable for children with dyslexia. Extensive review of dyslexia-friendly reading research informed decisions on letter clarity, spacing, and contrast. Another challenge involved balancing engagement and cognitive comfort: 2D styles risked low immersion, while highly stylized 3D could cause overstimulation. The final restrained 3D system achieves emotional warmth, clarity, and sustained attention without visual overload.
- Research
- This applied design research investigates how multi-sensory AR interaction and visual emphasis on specific letters in words can can support reading acquisition for children with dyslexia. We have done extensive literature review. We have also done interaction prototyping so we can AB test and comparing visual style systems. Results indicated that the typeface Lumo is currently using facilitates reading for dyslexia people, 3d visual interface style also improved engagement and concentration. Colored highlights behind specific letters reduced cognitive load.
- Inspiration
- Lumo was designed for neurodiverse children, especially those with dyslexia who struggle with text-heavy reading apps. It reduces cognitive overload by combining spoken interaction, tactile AR exploration, and visual reinforcement to support memory and phonetic recognition. Through immersive 3D storytelling, children tap lifelike objects and speak their names, turning vocabulary learning into an intuitive, engaging experience.
- Project Duration
- The Lumo project was conceived in 2025 and developed through iterative design, prototyping, and testing from March to June 2025. Research, interaction design, and visual development were conducted remotely in the United States with international consultation. The project culminated in a functional mobile prototype and presentation materials prepared for academic, professional, and exhibition contexts in 2025.
- Operation Flow
- Lumo guides children through interactive story worlds using augmented reality. By tapping familiar 3D objects and speaking their names aloud, users connect sound, image, and meaning in a single action. Collected word cards enable review and unlock new chapters, creating clear learning milestones. This multi-sensory flow reduces reading pressure, strengthens memory and pronunciation, and supports confident, self-paced language development.
- Team Members
- Ruihong Jiang
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