UX Research Projects
AR-Enhanced Literacy: Multimodal English Prefix Learning for Children Ages 5-8
@Woongjin Thinkbig - ARpedia (Top education company in Korea)
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Executive Summary:
I led the 0-to-1 design and cognitive evaluation of an AR literacy platform, operationalizing learning science into measurable interaction frameworks. Through the iterative evaluation of 35+ spatial prototypes, I investigated how AR affordances influence language acquisition, defining metrics around comprehension, retention, and cognitive load to validate learning effectiveness in multimodal environments.

Core Strategic Pillars
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1. Leveraging AR Affordances for Cognitive Scaffolding
Drawing on my background in Cognitive Science, I designed the interface to utilize AR as a tool for reducing the cognitive strain associated with abstract linguistic concepts.
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Visual-Spatial Mapping: By using AR "action markers," students could physically manipulate prefixes and root words in 3D space, bridging the gap between symbolic text and semantic meaning.
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Multimodal Integration: The system was engineered to provide simultaneous visual, auditory, and kinesthetic feedback, ensuring that the "prefix + root" formula was encoded through multiple cognitive channels.
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​2. Gamification Mechanics & Motivational Metrics
To move beyond passive consumption, I architected a gamification framework centered on learner agency and intrinsic motivation.
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Efficiency Logic: The learning path was optimized for high-density information transfer, targeting a "15-minute mastery" window per workbook.
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Proprietary Engagement Index: I developed a multi-dimensional metric to measure engagement and learning outcomes, combining Task Success Rate (TSR) with qualitative motivation triggers to determine prototype viability.

3. Hybrid Research Methodology (Seoul to US)
Managing a global product launch during COVID-19 required a "creativity-under-constraint" approach to UX research.​
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Remote-Synchronous Testing: I spearheaded a hybrid usability test framework where the research team in Seoul moderated real-time sessions with students in Massachusetts via Zoom.​​

4. Evidence-Based Instructional Design
The project applied core principles of Instructional Technology to ensure the AR features weren't just "novelty," but served a pedagogical purpose.
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Onboarding Gamification: Based on initial findings of "technical friction," I designed a tutorial mini-game that taught users the technology before the content, significantly improving the System Usability Scale (SUS).
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Scaffolding & Feedback Loops: Pop-up pedagogical agents were strategically placed to provide "just-in-time" support, ensuring 100% independent product usage.

Impact
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Directed 0-to-1 Product Strategy: Led the end-to-end conceptualization and global launch of a pioneering AR literacy platform, transforming abstract English prefixes into tangible spatial interactions for Grade 2 learners.
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Validated Cognitive Efficacy: Achieved a 78% Task Success Rate and an 88 CSAT (Customer Satisfaction) score by embedding Cognitive Load Theory into the foundational architecture, ensuring the AR experience remained pedagogically sound and intuitive.
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Architected Evaluation Frameworks: Defined success criteria for 35+ spatial prototypes, translating complex learning science into observable metrics that accelerated engineering cycles and ensured product viability.
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Optimized Learning Efficiency: Reduced average "time-to-mastery" to under 15 minutes per module while increasing System Usability (SUS) to 74+ through a gamified, evidence-based onboarding suite.
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Engineered Technical Improvements: Spearheaded iterative design cycles that improved marker recognition logic by 40%, significantly reducing technical friction for non-technical users in a classroom setting.