LearnLlama

Bringing textbooks to life

LearnLlama is an AR study companion designed to make textbook learning more accessible for children who struggle with text-heavy material. By scanning illustrations in a book, students can trigger interactive 3D models, explore them through touch, and read or listen to supporting explanations inside the same experience.

01

Friendly language

A playful and approachable interface

The interface was designed to feel approachable and playful rather than overly technical. Rounded forms, simple controls, and a lighter visual language help position the app as a study companion for children rather than a rigid school tool.

02

Scan to trigger AR

Textbook illustrations trigger AR content

Children scan an illustration in the textbook to trigger a 3D model using AR image tracking. That connection between the printed page and the digital layer makes the learning experience feel immediate and much easier to grasp.

03

Touch the model

Touch interaction makes the model explorable

Once the model appears, students can interact with it directly through touch. Different parts of the model can be selected, making the experience more active and helping learners build understanding through exploration rather than passive reading.

04

Read or listen

More detail with optional audio support

Each part of the model can reveal more explanation, with the option to read the information or listen to it through audio. This gives children different ways into the same topic and helps support a wider range of learning styles.

Case Study

The thinking behind LearnLlama.

01

The challenge

Textbooks can be a difficult place for kinesthetic learners. The content may be there, but the format often asks children to sit still, read heavily, and imagine concepts without much support from interaction or feedback.

02

Four-week sprint

During a four-week design sprint, I designed and developed LearnLlama as an AR study companion that could sit alongside a physical textbook. The aim was to create a more intuitive way for children to move between reading, seeing, and interacting with the material.

03

Designing the companion

The product combined image tracking, 3D content, touch interaction, and short supporting explanations so that textbook diagrams could become something students could actively explore. That made the learning experience feel less abstract and more responsive to the learner.

04

The outcome

The final outcome was a playful AR study companion that made textbook content easier to access through interaction. The project went on to win the Best AR Project award at Goldsmiths.

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