What is ASlingo?
ASLingo is a mobile application designed to help users learn about American Sign Language (ASL), teach the language through interactive lessons, and create a social community for the ASL community to connect, feel welcomed, and accepted. The mobile application was designed predominantly for those in higher education and within the ASL community (i.e. deaf, ASL users, etc.). ASLingo allows users to utilize the app in tandem with an ASL course as an additional resource. The app features a dictionary of terms for the learner to study, interactive lessons and assessments, and a community feature that allows users to connect with each other by sharing content, attending local events, and instant messaging. You may view the first (old) version of the ASLingo mobile application by clicking the following link below.
After concluding the remote usability evaluations, I received valuable qualitative and quantitative feedback that helped plan the revisions for ASLingo. I executed a complete revision using Adobe Experience Design (XD) and re-uploaded the final product on InVision. You may view the revised version of the ASLingo mobile application by clicking the following link below.
This project allowed me to continue practicing mobile application design since I would like to construct mobile applications for education. I applied an abundance of knowledge obtained from a Usability Evaluations course I took during the IDT master’s program. It helped me identify the approach I wanted to take to evaluate and revise ASLingo. Since I have little to no background knowledge in American Sign Language, I found it challenging to focus heavily on the learning content of the mobile application. Therefore, I decided to only focus on the usability and design of ASLingo. The course taught me about the importance of user-friendliness within a mobile application, which I found to be important when designing a product that teaches a complex language. Utilizing previously obtained knowledge, I was able to conduct remote usability evaluations using resources such as the System Usability Scale (SUS) (Brooke, 1996). I was also able to effectively analyze data and use the data to suggest usability and design improvements for my mobile application.
The master’s project took place over the summer and during a global pandemic (COVID-19), making the usability evaluation a big challenge. The process had to transition online, which concerned me at first. Since my first time conducting usability evaluation took place in person, I was unsure how it could happen remotely. Going through this experience taught me a few lessons. One of the biggest things the IDT master’s program has taught me is utilize the technology resources available to you. I was able to use several online resources to effectively communicate with my participants to guide them through fully completing the usability evaluation. I was also able to use online tools to ensure that I receive the qualitative and quantitative data that I needed to analyze and later revise ASLingo.
Overall, I feel like ASLingo was another pinnacle of everything that I have learned throughout the entire IDT master’s program and has helped me identify effective ways to continue its development. I would like to move ASLingo towards a more finished product since it is still currently in the prototyping phase. I would also like the mobile application to go through more testing and evaluations utilizing the Dick and Carey (2015) model’s formative and summative evaluation process. To help with my background knowledge in ASL, my plan is to collaborate with a subject matter expert that will help me design and further improve the learning content of the application.
Dick et al, W., Carey, L., & Carey, J.O., (2015), The Systematic Design of Instruction (8th edition), New York, NY. Pearsons
Brooke, J. (1996). System usability scale (SUS). Usability Evaluation in Industry. Taylor and Francis, London.
Contact me if you would like more information about this project!