
Gamifying the experience of learning Braille
Platform: Mobile
Role: UX/UI Designer, User Researcher, Art Direction, Composer
Project Type: Design, Research, Audio UX
Industry: Edtech, Accessibility, Gaming
Tools: Figma, Descript, Zoom, Photoshop, Logic Pro X

Background:
I’ve worked in the blindness / low vision non-profit world for over 10 years at the LightHouse for The Blind and Visually Impaired. Near the end of my tenure, I joined in the organization’s Media and Accessible Design Lab - the department that produces Braille and makes tactile maps and graphics.
I learning how to read Braille visually and type using Braille keyboard input using the free resources at UEBonline.com. I got hooked - it brought me back to my elementary school days in the computer lab learning to type on a QWERTY Keyboard in the computer lab. Specifically, I loved Microtype and Mario Teaches typing. Gamifying this type of learning pushed my friends and I to improve our skills.

Monday.com shows that no question is too small to warrant its own dedicated, distraction-free screen.
Microtype (1992)

UEBonline (2025)
The Problem:
There is something of a void when it comes to education around Braille typing on iOS.
Several thoroughly gamified practice tools (like UEBonline and Accessibyte) are great and appear to be effective, but avoid using BSI (Braille Screen input) on iOS entirely. The ones that do teach typing on iOS rely on existing Voiceover and Braille skills - they don’t start you from scratch.

A Perkins Brailler typwriter. Notice the two groups of three buttons surrounding the middle button.
A Perkins Braille keyboard uses 6 different buttons that corresponds to the six dots in the braille cell. When you press more than one button at a time, it triggers all of those dots simultaneously.
Since there seemed to be a void in this market, we posited that a mobile-first prototype for teaching beginner Braille users how to take their very first steps learning Braille and learning how to use a Braille keyboard. It would have audio and haptic feedback to help guide the user. I am also considering a musical element, wherein the user could learn to type the letters A-G and it would play back their respective pitches on the speakers, adding a musical keyboard / synthesizer element to the game.

This is what Braille Screen Input looks like on iOS
Challenges
Two immediate challenges jump out at me. One is related to the audience of this game.
Who would this game be designed for? Blind people? Sighted people who want to learn Braille? Parents? Teachers? Each of these demographics presents its own design challenges.
The other challenge relates to how we manage multi-touch input. How would actually build a working prototype? Figma and Framer don’t really support multi-touch input in the way we would need it. Note that we would need to trigger up to six simultaneous inputs at once. Should we design this project visually in Figma and code it using AI? What other options do we have?

Horizontal proof of concept mockup we made to test distribution of both Braille typing buttons and other graphical elements.
Personas: Gabriel and Magdalena


Prioritization
The world of Edtech lies at the intersection of this Venn diagram. Could we develop a learning platform that could be sold to schools or institutions that provides real values to its users? Ensuring a functional (multi-touch input for actual Braille typing) and accessible (for both screenreader and low vision users) is essential once the proof-of-concept has been solidified.

Feature Roadmap
The scope of this project needs to be appropriately narrow so that its mechanics can be built and tested. Audio or haptic feedback would be a nice to have, as they can help immerse the user in the world and provide accessibility feedback too.

Sitemap, User, and Task Flows
Blueprints for Braille learning

Our sitemap functions as a top level overview of the menu structure; we got into the nitty gritty details in the user and task flows (below)

Our user flow takes that sitemap and shows in more detail how each screen will move into the next.

Our task flow is threefold. The end of one feeds directly into another, and showcases a full lesson from start to finish.
And the winner is…..
We settled on Braillerunner for a few reasons:
The play on "trail running" was just irresistible, and it reminded us of Temple Run and the fast-paced mobile games of the early 2010s.
The 90s retro nostalgia aesthetic also caters to both our target personas. Namely:
A) Current teachers of the visually impaired like Magdalena in their mid-30s to 40s who learned to type in the 90s on blocky, pixelated programs.
and
B) Modern elementary school kids themselves, whose popular media also includes a modern low-res resurgence (found in games like Undertale and Minecraft).
UI Kit
Our final UI kit has a fair amount in common with our style guide, but with all buttons and graphics accounted for. It includes our revised fonts, colors, additional icons and components, and our full library of hero character assets and additional graphics.




Audio Kit
We also composed original music and created our own sound effects for Braillerunner in a video game / chiptune style. You can explore those sounds below.
Braillerunner Theme Song
Success Sound
"Uh oh!" Sound
Iterations:
26 Screens added. Most are interaction-oriented to give the user a clearer picture of how their button presses impact the experience.. We also added are coin/reward screens (after each lesson), and a checkered flag style countdown before the Braillerunner Race begins.
Original

Iterated
Note the new hamburger menu (top left), new coin counter system (top right), and additional stroke around pressed buttons which makes them easier to see.

Added a Coin / Token Reward System
Each coin is called a Louie (named after Louis Braille).


Added a Coin / Token Reward System
Each coin is called a Louie (named after Louis Braille).





Full list of iterations described below

