Sign language learning app · iOS club

Talking Fingers

Interactive Sign Language Learning Experience with Real-Time Computer-Vision Feedback

Role

Junior UX Designer

Team

1 Sr UX Designer
4 Jr UX Designers
2 Tech Leads
4 Senior Developers
15 Jr Developers

Timeline

4 months
Jan – Apr 2026

Tools and skills

Figma

Prototyping

OVERVIEW

Talking Fingers is a project of GT iOS Club where designers and developers collaborate closely to create an app in a semester. It is a sign language learning app that utilizes Apple Vision to convert hand and body observations from the camera into data points for geometric joint matching.

🙊 PROBLEM

Learning a language requires producing it, not just recognizing it. Existing sign-language learning tools let users watch and memorize signs, but don't give them a way to practice independently and understand whether their movements are correct.
Research says that producing signs led to better recall than observation, supporting the role of motor encoding and somatosensory feedback.
In a 2024 research study [1], researchers taught hearing adults unfamiliar ASL signs in two groups. One with just observation and the other with production, where participants repeatedly produced the signs themselves. The production group recalled the signs more accurately.

🐵 SOLUTION

A Sign Language Learning App with Real-Time Feedback Powered by Vision Technology.

🏆 Won Best App, Best Design, Most Popular App

RESEARCH & PLANNING

planning

We iterated the information architecture the developers gave us through competitive analysis, affinity mapping, and user flows.

Wireframes & iDEATION

I created a couple lo-fi versions of my features for both mobile and desktop versions of the app, mostly experimenting with layout and flow.
I was also considering different features such as an "add words" feature to allow the user to customize their word bank to their difficulty of choice, as well as a report option in case the user catches a mistake from the AI.

TRADEOFFS & ITERATION

Incorrect screen

PROBLEM

Feedback was distributed across the screen

WHAT WE LEARNED

Users preferred a single feedback area because it reduced visual scanning and made the correction easier to understand.

Image viewing

PROBLEM

Individual signs were shown as separate videos

WHAT WE LEARNED

Users preferred one continuous video with back-to-back signs because it better reflected how signing naturally occurs in full sentences.

BRANDING

We wanted the app to be friendly and accessible, so we decided to create a mascot.
I chose a flower because we wanted the app to be plant themed, to emphasize the idea of growth.
The flower looks vaguely hand shaped, where each petal represented a finger—I then brought the mascot to life with different poses representing different app features.

DEVELOPER HANDOFF

Each screen is thoroughly labelled with interactions and animations. We also built a component system for developers to implement easily.

Final UI

A few of my screens and screens I worked on, with a focus on the learning experience, feedback interactions, and visual system.

🏆 Best App, Best Design, Most Popular App

Judge panel decision and voted after presentation at Demo Day

💭 Reflection

Designing for movement changed how I think about interaction—traditional interfaces give designers predictable inputs, such as clicks, taps, and swipes. I learned that there are so many more options than the traditional interactions.
I learned more about:
  • Teamwork
  • Building reusable components
  • Branding consistency
  • Tradeoffs and iterating
  • Collaborating with developers around technical constraints

Credits

[1] Morett, L. M., Cieśla, M., Bray, M. E., & Emmorey, K. (2024). Feeling signs: motor encoding enhances sign language learning in hearing adults. Studies in second language acquisition, 46(3), 933–945. https://doi.org/10.1017/s0272263124000196