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Swarachakra -
A text input application

Gamified Usability Testing for Mobile Keyboards

Interaction Design | Gamification | Usability Testing

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Overview

Swarachakra is a touchscreen keyboard designed for Indian languages to improve typing efficiency on mobile devices. To encourage adoption and make the learning curve easier, I developed interactive, game-based experiences that taught users how to type with Swarachakra keyboards. By blending usability testing with playful interaction, the project explored how gamification can boost confidence and retention when learning new input methods.

Challenge

While Swarachakra offered a more intuitive typing system for complex scripts, many users found it unfamiliar at first. Key challenges included:

1. Difficulty remembering letter placements and typing patterns.

2. Low initial confidence and high error rates when using non-Latin scripts.

3. Lack of engaging, low-pressure ways for users to practice.

My Role

1. Usability Testing: Conducted testing sessions with Swarachakra users to observe pain points in typing efficiency and navigation.

2. Game Design & Prototyping: Created a Mario-inspired game where a turtle character walks forward as letters approach. Users had to tap the matching letter on their Swarachakra keyboard before collision, reinforcing key positions.

3. Progressive Difficulty Levels: Designed multiple levels with increasingly complex words to support incremental learning.

4. Observation & Analysis: Measured learning curves, error frequency, and engagement levels to evaluate how gamification improved typing skills.

Impact

1. Faster learning curves: Test users improved typing accuracy within a single session compared to baseline performance.

2. Increased engagement: Gamified practice held attention longer than traditional drills or static tutorials.

3. Qualitative insights: Observations informed recommendations for onboarding flows and in-app tutorials for Swarachakra keyboards.

4. Positive user feedback: Participants reported the game felt “fun and stress-free,” making them more confident using Swarachakra.

Reflection

This project demonstrated how gamification can bridge usability gaps in learning non-traditional interfaces. Observing users play the turtle game showed that even simple reward mechanics could transform an intimidating task into an enjoyable challenge. The insights shaped recommendations for interactive onboarding within Swarachakra itself. Future iterations could explore adaptive difficulty, leaderboards, or multi-language support to further improve adoption and retention.

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