The Crow

An interactive storytelling experience that encourages children to actively participate in reading through voice interaction and animated feedback.

Interaction Design • Educational Technology

Role: UI/UX Designer

Team: 3 Designers

Timeline: Spring 26

Tools: User research, Figma

Context: Academic project

Platform: Mobile app

The Problem

Children often experience digital storybooks as passive experiences, limiting engagement and opportunities to practice reading aloud.

The Goal

Design an interactive reading experience that encourages children to actively participate in the story while improving engagement and reading comprehension.

Research

Target Audience

Early elementary readers (approximately ages 6–9)

Design Goals

  • Encourage reading aloud

  • Increase story engagement

  • Support reading comprehension

  • Create intuitive interactions for children

System Design

Read Text Aloud → Voice Recognition → Animation → Story Progresses → Reading Assessment /Support

The story was written specifically to create opportunities for spoken interaction. Dialogue, pacing, and animated moments were intentionally placed to encourage children to read aloud and receive immediate feedback.

Interaction Design

Voice Prompts

Child reads the story aloud, one word at a time

Key Affordances

Wireframes

Iteration

Feedback

If the child reads with accuracy, the story progresses through animation and sound effects

  • Voice input

  • Audio feedback

  • Pronunciation support

  • Dynamic animation

  • Drawing input

Concept Development

Sketches

Story Progression

The story matches the reader’s pace, slowing down if the child experiences difficulty reading

Key Design Decisions

Read-Aloud Prompts

Used highlighted text and immediate visual feedback to indicate when verbal interaction was expected.

Child-Friendly Navigation

Simplified controls and large touch targets reduced cognitive load for young readers.

Final Experience

Reflection

Designing for young readers challenged me to simplify interactions without reducing engagement. Through this project, I learned how different interactions can work together to create not only entertaining, but also educational experiences. Through this project, I gained experience designing interactions that prioritize learning outcomes rather than simply presenting content to adult audiences.

Reading Support

When words are tapped on, a pop-up window provides pronunciation and comprehension help

Early wireframes established the story flow, navigation, and voice interaction sequence

Success Metrics

Engagement

  • Children actively participate by reading aloud.

Usability

  • Users can progress through the story without confusion.

Learning

  • Children demonstrate understanding through a short comprehension assessment.

Interaction Zone: Ipad/mobile device, (microphone, speaker, touchscreen)

Interaction: 

  • Words are interactive (touch) for pronunciation and definition

  • The space where the device is being used is interactive with audio input (child reading aloud)

Visual: Animations for engaging narrative, colors to set the tone

Audio: Low volume calm music, interaction triggers some touch sounds, sound effects for onomatopoeia and moments with expressions like “wow”