Lingo Box

Design insights and articles straight to your inbox

Thanks for signing up!
Something went wrong! Try again

No spam, unsubscribe at any time

Overview

Lingobox reimagines language learning in a more fun and interactive way: practice a new language while playing. The first to reach 12 correct matches wins while further advancing their vocabulary!

The Problem

In Switzerland, languages were made mandatory in primary schools in 2014, but many students still find them challenging and may avoid them due to concerns about lower exam grades compared to other subjects. This perception may be a significant factor contributing to the decline in language learning.

The Solution

Making learning fun by gamifying it with 2-player competition to attract and motivate kids.

My Role

With the collaboration of my colleague Sara, we conceptualized, designed, modeled and coded LingoBox. Most of my effort was focused on coding the game and the look and feel of Lin.

My contribution

Product Design Interaction Design

The team

Mel Navarro Bento Sara Kashir

Tools

Trotec Speedy 400 Prusa MK3s Arduino IDE Fusion 360

Process

We started with sketching out our ideas to make sense of concept. Our tools? pen and paper

Sketch of what we initially called DuoBox.

After some rounds of discussing and voting, the idea was decided. Next we listed the elements needed for making the first steps of the physical prototype and the game.

Key features, User Target, tasks and general description in a Figjam file

With everything planned in advance, we jumped straight to 3D modeling in Fusion360. We made sure we had the right measurements and decided the buttons functions:

  • Press to select the word
  • Turn it to scroll through languages.
Technical drawing of Lin made in Fusion360
Slicing of button on PrusaSlicer before 3D printing

We laser cutted the sides of the box in wood to test the fit of the buttons. Everything went right here but...

Some wild stuff happened with the top side of the box where the LED rings would fit.

But, as the resilient designers we are, we iterated and came up with an early prototype made out of wood to test the size and fits of components; we intended to lower the risk of error when using the final, costly material: acrylic.

Oh, the Code

In full honesty, this step wouldn't have been possible without the generous help of our Instructor, Ubi de Feo. He taught us the basics of Mycropython and helped us make the magic happen on the Gove-LCD display connected to an Arduino. I can confidently say most of the effort was put here.

This is the list of hardware we used to make a 2 player game:

  • Grove push button x4
  • Encoder x2
  • Arduino ✨
  • Grove-LCD Screen x2
  • Powerbank 1

Testing the second display :)
Some screenshots of the code for player 1 and player 2

Final touches

Once the code was working-ish, we 3D printed the final touches, intended to make it visually appealing to kids 🐰.

It was 11pm and finally PLA ears were ready!

Special thanks to the protagonists of the demo day: hot glue gun, paper tape, and chocolate.

UX Design

The experience is intended to be intuitive. With the use of only one button/knob to control the device, visual feedback on the LCD display instructs the user on how to start the game.

LED rings match the display colors - the player to lighten the 12 first wins.

The use of LED lights tracks the player’s status visually making it easy for the players to identify who’s winning.

Ideation

Outcome

The goal of LingoBox is to inspire children and new language beginners to practice their language skills through word matching.

It is imagined to be utilized in school settings or at home in a way that makes language learning more enjoyable and engaging.

Thank you for your attention!✨

Next project