learn 2-d shapes


The Brief

Learn 2-D Shapes was my final project from my Interaction Design course at Northumbria University. It was self-initiated; this meant that I could either continue developing my project from the first semester or start afresh. I decided to approach another area of my choice. The project began in January 2019. I decided to produce an AR application for this project; I focused on ensuring the idea had a whole purpose through visual learning. As I still wanted the end deliverable to be an application, but also feature accompanying documents/products/AR that supports Learn 2-D Shapes targeted demographic, parents, teachers, and children.



Concept, Technological Research, User Research, User Personas, Ideation & Concept Development


Wireframes, Branding, Application Design & Prototyping


Interviews, Storyboard, User Journey & User Testing


Feedback, Improve, Video Inspiration Video Filming, Editing & Future Developments

Through the initial research, I was able to discover in the first few months of this project, and I found taking a different method of use as an AR learning asset could be revolutionary for education. The target market for the A-R 2-D Shapes is 2-4-year olds. The reason for toddlers is because it is the starter point where it takes them longer to learn the properties of each shape, such as the number of sides of the shape or how the shape looks. It will allow complicated things like mathematics more accessible to toddlers and to individuals who may be more capable of visual thinking. To revolutionises, school practises using a combination of animation, with a AR 2D App and a set of cards.


Focusing on creating an augmented reality mobile application for children aged between 2-4 years old along with parents and teachers. Also, focusing on numbers allowing children to be immersed in environments in different areas. This is a subject that differs from your average AR gaming techniques and focuses on education rather than entertainment.


To ensure this experience works correctly. I've designed the cards in a way users would need to use the application to see the augmented reality feature of the shape moving.

Augmented reality is a new technology still; therefore, the users need to be treated as if they have never used it before. The interactions, controlling, and navigation of the interfaces need to be simple for them to learn quickly.

Overall, an excellent personal experience is vital, primarily because it targets children aged between 2-4 years old. It's significant as it needs to be easy for them to adapt, along with parents and teachers, so that they can help their child or student. To learn how it functions.



The outcome of Learn 2-D Shapes has been successful. The app had a design that looked slick and modern for the children. Although the app looked good, it also functioned well on top of that with the AR flashcards; it makes it appealing. By displaying the card in front of the camera enables the function to work becoming colourful the animation at the same time informative info about the shape and the number of sides it has.

This was down to my three stages of user testing being successful. Creating a range of documents/products to support the brand helped to bring the business together. This was the first time I have looked at a project with a more ‘business head,’ and it opened my eyes to more than just creating an app. Learn 2-D Shapes has taught me to analyse the ‘whole package,’ and I am content with that.


Click the button to view the design document created for this project. The design document displays the full process from research to concept development to the final designs, as well as the mock-ups.


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