Kupu The Forest Of Knowledge
Kupu The Forest Of Knowledge
Kupu The Forest Of Knowledge
Fostering Regular Engagement Through Interactive Language Learning

Skills

UX Design

UX Design

UI Design

UI Design

Graphic Design

Graphic Design

Tools

Adobe Suite

Adobe Suite

Figma

Figma

VS Code

VS Code

Practice

Client Brief - Spark New Zealand

Client Brief - Spark New Zealand

Group Project

Group Project

Timeline

kupu-the-forest-of-knowledge

kupu-the-forest-of-knowledge

8 Weeks

8 Weeks

Group

Corey A'Bear Horgan - Interactive Designer

Corey A'Bear Horgan - Interactive Designer

Nathanial Finau - Graphic Designer

Nathanial Finau - Graphic Designer

Saints Aaron Tuitama - Graphic Designer

Saints Aaron Tuitama - Graphic Designer

The Problem

Creating Reasons for Users to Return

The existing Kupu app effectively introduces users to te reo Māori. However, learning often ends once a word has been translated, creating limited opportunities for users to develop long-term habits or deeper engagement with the platform. This lead to the challenge being how can we create an experience that encouraged users to return regularly while strengthening their connection to te reo Māori

The Solution

Transforming Individual Learning into Collective Growth

Our solution was the integration of a Forest of knowledge which reimagines language learning as a living ecosystem. Every word discovered contributes to the growth of a shared digital forest, allowing users to visualize their progress while contributing to a larger community experience.

Challenges

Balancing Engagement with Cultural Authenticity

One of the biggest challenges throughout the project was finding ways to increase engagement without reducing te reo Māori into simple games. The experience needed to remain respectful of te reo Māori while still introducing rewarding interactions that motivated continued participation.

Research & Discovery

Analysing the current Kupu experience

The Kupu App

Understanding the Existing Experience and Engagement Gaps

Before exploring potential solutions, research was conducted to gain a deeper understanding of how people learn te reo Māori in everyday contexts. This included conducting interviews to explore how learners currently engage with language, what motivates them to continue, and where they experience challenges. These conversations helped uncover how people respond to different learning styles and highlighted the importance of familiarity, repetition, and meaningful interaction in supporting long-term language retention.

Before exploring potential solutions, research was conducted to gain a deeper understanding of how people learn te reo Māori in everyday contexts. This included conducting interviews to explore how learners currently engage with language, what motivates them to continue, and where they experience challenges. These conversations helped uncover how people respond to different learning styles and highlighted the importance of familiarity, repetition, and meaningful interaction in supporting long-term language retention.

Key Findings

Motivation

  • The app lacks the rewarding engagement getting users to return daily

Superficial

  • The app needs too move past single word learning to add more depth to te reo Maori

Personas

Concept Ideation

Exploring a range of ideas that can grasp the core changes needed

Designing The Direction

Exploring Ways to Visualise Growth and Learning

We explored multiple directions focused on turning language learning into a more immersive and engaging experience. The concept of a growing forest emerged as the strongest representation learning in the context of te reo Maori.

We explored multiple directions focused on turning language learning into a more immersive and engaging experience. The concept of a growing forest emerged as the strongest representation learning in the context of te reo Maori.

Group Ideation

Group Ideation

Design Development

Developing the visual and interaction system of the forest

Building The Project

Bringing the Forest Ecosystem to Life

User Flow

User Flow

Creating the Lo-Fi Prototype

Creating the Lo-Fi Prototype

User Testing

Participants

Total Participants: 4 individuals

  • Age Range: 18-25 years old

  • Testing: Lo-fo prototype in Figma

  • Testing Method: Users navigate the app as they would by themselves and I observe

Total Participants: 4 individuals

  • Age Range: 18-25 years old

  • Testing: Lo-fo prototype in Figma

  • Testing Method: Users navigate the app as they would by themselves and I observe

Testing Objectives

  • Testing The Usability


  • UI Clarity of the app


  • Ensuring that users are able to grasp the concept of learning te reo Maori

  • Testing The Usability


  • UI Clarity of the app


  • Ensuring that users are able to grasp the concept of learning te reo Maori

Final Outcome