DIGITAL LITERACY PLATFORM

I.

OVERVIEW

For many people, it is painful to cope up with today's fast paced technology-driven world. This project aims to enlighten and connect every citizen of India to the digital infrastructure. The objective is to reduce the anxiety especially of the senior citizens by imparting training with a step-by-step approach and transform them to become a part of digitally empowered society, ultimately increasing the overall digital literacy of the nation.

 

II.

RESEARCH

DEFINING USERS

Although people from the age group 40 to 70 did not have internet accessibility in their early years, they are aware of  the benefits of the modern devices. I assume them as the target users for this project. I talked to 10 users from this cohort to understand the problems they face while straining their brains to acquire new knowledge.

 

KEY INSIGHTS

01. Users from this age group possess less dexterity with smartphones and computers mainly because of the low grasp of technology. Many people do not feel excited about these new learning as they do not find it necessary in their daily activities.

02. Users that are willing to update their knowledge about the current digital trends, face accessibility issues because of low internet connectivity or economic capacity.

03. Users with easy accessibility to the digital devices either find it complex to use or face language barriers. Sometimes they hesitate thinking their error in usage will lead to a large expenditure.

 

CHALLENGES

  • Considering the above three categories of users as well as the importance of hands on practice and team work, I realized that theoretical knowledge by conventional teaching methods will not be a rational and sustainable decision.

  • As there is no limit to the information about digital applications, I reviewed the existing online literature to analyse the information offered by these resources. These portals helped me design the structure of the content to be included and introduced me to different digital pedagogies.

 
Duolingo_logo_blue.png
 
swayam-online-platform-budget-2017-arun-jaitley.jpg
 
IDEO_logo_2.png
 
 
NDL.png
 
memrise-247z342.jpg
 
Digital_India_empower_youth.jpg
 

III.

ANALYSIS

I decided to bridge the digital generation gap by designing a tablet application 'Helping hand' that can be used by a single person as well as by a group of learners in case of less accessibility like in rural areas.

Gamification of the app interface is the key feature that will ensure persistent involvement of the users.

We tried our best to keep the learning process joyful, user-driven and user-paced to reduce the anxiety.

Asset 1.png
 

IV.

IDEATION

DESIGN STRATEGY

Keeping in mind that our user is not tech-savvy, I chose to go with the clean, intuitive flows unlike my previous lively and animated designs. Coherent and minimalistic approach helped me in designing the constructive experience.

Another challenge I faced was that since the app is going to be translated in multiple regional languages based on the user input, I preferred minimizing the use of verbal content and maximizing the use of audio-visual format.

My priority was to decrease the anxiety of users for regular mobile interactions by making everything self-explanatory by design.

 

SYNTHESIS

 

KEY FEATURES

  • Translate option to learn using native language

  • Variety of formats for joyful learning

  • Live chat option for quick clarification of doubts

  • Self-paced, activity based digital growth

 

V.

DESIGN

VISUAL IDENTITY

 

Color palette

Typography

Arial Rounded MT Bold

Noto Sans Bold

Noto Sans Regular

ICONOGRAPHY

App logo

 

HIGH FIDELITY MOCK-UPS

Landing page without a hurdle of mandatory login or sign up options. Minimal use of visual elements (e.g. buttons) make interface simple to interact

 

When user selects the language, entire app interface will be translated in that language. 'Live Chat' option in the bottom left corner to solve all the queries.

 

'Select daily goal' to ensure user's consistent involvement. User can change the goal anytime in the process.

 

Theory, Game, Quiz, video tutorial and Q&A format options to make it more user-friendly.

 

A gamut of topics to enrich user's knowledge base

 

Small tasks to hone the skills in a systematic way. Users have freedom to skip the task and lesson.

 

Interactive 'Lesson Completed' screen. Setting, share progress, feedback and login options in the upper right corner.

 

VIDEO PROTOTYPE

 

VI.

SUMMARY

The Helping hand app is privileged to empower the Indian citizens by perpetually extending the hand for their help. Senior citizens of this country can now enjoy the benefits and services available to the modern consumers today.

My personal experience and constant rumination led me to this pivotal, social design which eventually made the project very close to my heart. In addition to this, 'Digital Literacy Program' is announced by the Government of India that has opened the vast spectrum of opportunities in the e-learning segment.