© 2026 RIWON KWON. All rights reserved.

© 2026 RIWON KWON. All rights reserved.

© 2026 RIWON KWON. All rights reserved.

OVERVIEW

Learning Korean Through AR Games

An immersive AR app that teaches Hangeul(Korean) to international learners through story-driven games. Each game is designed around Hangeul's creation principles and historical backstory. Unlike traditional memorization methods, learners acquire knowledge naturally through narrative-centered gameplay and gamification.

An immersive AR app that teaches Hangeul(Korean) to international learners through story-driven games. Each game is designed around Hangeul's creation principles and historical backstory. Unlike traditional memorization methods, learners acquire knowledge naturally through narrative-centered gameplay and gamification.

ROLE

UX Designer

TEAM

UX Designer (Me!) UX Designer

DURATION

Mar 2021 - Aug 2021

SKILLS

User Research

UIUX Design

Character Design

3D Modeling

Prototyping

IMPACT

3rd Place

Hangeul Creative Industries Idea Competition
[Award Catalog]

3rd Place

Hangeul Creative Industries Idea Competition
[Award Catalog]

3rd Place

Hangeul Creative Industries Idea Competition
[Award Catalog]

3rd Place

KSDS Conference, Fall International Conference, Thesis [PDF]

3rd Place

KSDS Conference, Fall International Conference, Thesis [PDF]

3rd Place

KSDS Conference, Fall International Conference, Thesis [PDF]

CHALLENGE
Lack of diversity in Korean language education systems


Hangeul is the only writing system with documented origins (created 1443), yet Korean language education has only a 60-year history. As Korean culture spreads globally among younger generations, demand for effective content is rising.

Current Hangeul education relies heavily on rote memorization, but Gen Z learners who value experiential learning need more engaging approaches.

RESEARCH
How can we encourage Korean learners to actively engage in learning?

During the COVID-19 pandemic, we surveyed Korean learners at various levels through:

  • Online survey (n=58)

  • Virtual in-depth interviews (n=8)

  • In-person interviews with Gen-Z learners at Gyeongbokgung Palace (n=24)


Research Goals:

  • First impressions of Hangeul

  • Differences from other languages

  • Preferred learning media

  • Mobile learning challenges

  • Concentration difficulties

  • Most difficult aspects of Hangeul


We organized all research results into an affinity diagram and identified three insights:

RESEARCH
How can we encourage Korean learners to actively engage in learning?

During the COVID-19 pandemic, we surveyed Korean learners at various levels through:

  • Online survey (n=58)

  • Virtual in-depth interviews (n=8)

  • In-person interviews with Gen-Z learners at Gyeongbokgung Palace (n=24)


Research Goals:

  • First impressions of Hangeul

  • Differences from other languages

  • Preferred learning media

  • Mobile learning challenges

  • Concentration difficulties

  • Most difficult aspects of Hangeul


We organized all research results into an affinity diagram and identified three insights:

Key Insight

  1. Unique Visual Characteristics

Hangeul characters often resemble recognizable images, leading learners to memorize them through visual association.

Animated Charts: Regional Data Over Months
Animated Charts: Regional Data Over Months
Animated Charts: Regional Data Over Months
  1. Pronunciation Quality Issues 

    Users were dissatisfied with app pronunciation quality and wanted to hear native speakers.

  1. Unfamiliar Combinatorial Principle 
    Unlike linear writing systems, Hangeul combines elements into syllable blocks, which many learners find unfamiliar.

DEFINE

Key insight: Three-way disconnect

Research Question

How might we create engaging learning experiences that help learners naturally understand and memorize Hangeul's systematic principles?

Research Question

How might we create engaging learning experiences that help learners naturally understand and memorize Hangeul's systematic principles?

Research Question

How might we create engaging learning experiences that help learners naturally understand and memorize Hangeul's systematic principles?

PERSONA
Korean learner seeking engaging, immersive learning
PERSONA
Korean learner seeking engaging, immersive learning
SOLUTION
Learning Hangeul Through Spatial AR Storytelling

We designed an AR learning app, KoLing. In KoLing, King Sejong, the creator of Hangeul, needs help recovering scattered books. Learners explore the map to find these books, then learn Hangeul through games to restore and protect them.


INFORMATION ARCHITECTURE
To ensure a fun and intuitive learning experience

We designed KoLing with:

  • One feature per page for clarity 

  • Simple, guided AR interactions

  • Location-based storytelling


KEY DESIGNS

Explore map randomly and find a learning book!

When learners start KoLing, the first thing they see is their location on a 3D map, which shows the name of the area, the street, and nearby buildings.

Learning Through Games

Step 1. Learn Characters - Understand Principles

Learners understand Hangeul's formation principles through games designed to match each letter's characteristics.

Step 2. Listen and Repeat - Practice Pronunciation

Learners listen to pronunciations and practice speaking while seeing illustrated examples of how characters combine.


Step 3. Listen and Write - Apply Knowledge

Learners hear a pronunciation and write the corresponding characters. Hints are available if needed.

ADDITIONAL FEATURE

'The Letter' Game - Building a Global Learning Community


As learners discover pronunciation games along their route, they hear recordings from peers at different skill levels, leave their own voice, and earn rewards for contributing. This transforms solitary language study into shared cultural exchange where learners support each other's growth.

ONLINE USER TESTING

Test and Iterate

Task-based testing evaluated KoLing's usability and interface clarity.

Iterations:

  • Merged listening/speaking stages per user feedback; added separate writing stage

  • Changed from vertical scrolling to horizontal swiping to clearly differentiate learning stages

a black cellphone with a white letter on it
a black cellphone with a white letter on it
a black cellphone with a white letter on it
a cell phone on a table
a cell phone on a table
a cell phone on a table

TAKEAWAY

Designing for Diverse Learning Contexts


Despite conducting this project entirely online during COVID-19, close collaboration and direct user engagement revealed critical insights. Through research, I discovered that traditional rote memorization methods were not enough for visual, auditory, and social learners. 


By combining AR storytelling, peer learning, and native speaker voices, we created multiple pathways for learners to succeed. This showed that effective design identifies who's excluded by traditional methods and builds bridges for them.

TAKEAWAY

Designing for Diverse Learning Contexts


Despite conducting this project entirely online during COVID-19, close collaboration and direct user engagement revealed critical insights. Through research, I discovered that traditional rote memorization methods were not enough for visual, auditory, and social learners. 


By combining AR storytelling, peer learning, and native speaker voices, we created multiple pathways for learners to succeed. This showed that effective design identifies who's excluded by traditional methods and builds bridges for them.