User Experience Design and Prototypes of Mobile-based Learning Media for Children with Special Needs in the Dyslexia Category


  • Rian Andrian Universitas Pendidikan Indonesia, Indonesia
  • Aldi Yasin Universitas Pendidikan Indonesia, Indonesia
  • Rizki Hikmawan Universitas Pendidikan Indonesia, Indonesia
  • Ahmad Fauzi Universitas Pendidikan Indonesia, Indonesia
  • Muhamad Irwan Ramadhan Universitas Pendidikan Indonesia, Indonesia



Digital Innovation, Design Thinking, Education Technology, Mobile Application Prototype, User Experience Design


Education is the right of all living things regardless of social status, gender, or physical condition. Persons with disabilities have the same rights and obligations as citizens. Based on the 1945 Constitution Article 31 Paragraph 1 and Law Number 20 of 2003 concerning the National Education System, it can be concluded that the state provides full guarantees for children with special needs to obtain quality education services. Children with special needs are divided into several categories, in this study the research team will focus on solving learning problems for children with disabilities in the dyslexia category. Dyslexia also known as reading disorder, is a disorder characterized by reading below the expected level for one's age. This study aims to find learning solutions by developing user experience designs and prototypes of mobile-based learning media for children with special needs in the dyslexia category. This research applies design thinking methodology to understand users, challenge assumptions, redefine problems, and create innovative solutions to prototype and test.

Author Biography

Rian Andrian, Universitas Pendidikan Indonesia

Scopus Profile


UUD 1945 pasal 31 ayat 1

UU No. 20 Tahun 2003 Tentang Sistem Pendidikan Nasional

Loeziana. (2017). Urgensi Mengenal Ciri Disleksia. Jurnal Pendidikan Keguruan, 3(2), 42–58.

Nur Syamira Mohamad Nor, & Harun Baharudin. (2021). Masalah murid disleksia dan gaya pengajaran guru dalam pembelajaran Bahasa Arab. International Journal of Advanced Research in Islamic Studies and Education (ARISE), 1(2), 26–44.

R. Andrian, Pengantar Technopreneurship. Purwakarta: CV Phika Media, 2021

R. Andrian, R. Hikmawan, “The Importance of Computational Thinking to Train Structured Thinking in Problem Solving” in Jurnal Online Informatika, 2021, vol. 6, no. 1, pp. 113–117.

Rello, L., & Baeza-Yates, R. (2013). Good fonts for dyslexia. Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility, ASSETS 2013. (2018). ISO 9241 Ergonomics of human-system interaction — Part 11: Usability: Definitions and concepts.

Nielsen, J. (2012). Usability 101: Introduction to Usability.

Pudjoatmodjo, B., & Wijaya, R. (2016). Tes Kegunaan (Usability Testing) Pada Aplikasi Kepegawaian Dengan Menggunakan System Usability Scale. Seminar Nasional Teknologi Informasi dan Multimedia 2016, 37–42.

Pangestu M. (2020). Perancangan User Interface Untuk Aplikasi Pembelajaran Berbasis Mobile Bagi Penderita Disleksia Menggunakan Metode User Centered Design. Skripsi. Universitas Jember







Citation Check