
WriteRight
WriteRight is a Mixed Reality learning experience that teaches handwriting, motor skills, and calligraphy through guided tracing and stylus-based practice on a real table surface. Built with the Logitech MX Ink Stylus, it helps children learn to write in a playful, stress-free way — and supports rehabilitation and fine-motor skill training for all ages.🥇 1st Place — Experimental Education 🥈 2nd Place — Logitech MX Ink Stylus Use Case at XR Hack Stockholm 2024
Role
XR Designer · UX/UI Designer · Concept Lead
Industry
Mixed Reality · Education · Rehabilitation
Duration
24 hours — Hackathon Prototype
Testing & Iteration
Because handwriting relies on precision, we tested continuously while building:
• stylus calibration
• tracing responsiveness
• A4 sheet alignment
• pressure thresholds
• motion feedback timing
• edge-case strokes (diagonals, loops, curls)
The biggest challenge was ensuring that WriteRite understood intention, not perfect execution. Children make imperfect lines. Rehabilitation patients have shaky strokes.
I designed the accuracy system to detect “acceptable correctness,” focusing on path-following instead of pixel-perfection.
We also refined the story pacing so learners didn’t feel rushed. The beaver character celebrated progress frequently, reassuring users that mistakes were natural and expected. This balance made WriteRite feel empowering instead of intimidating.
Showcase & Results
At XRHack Stockholm 2024, WriteRite became one of the standout experiences.
Participants immediately understood how to interact with the stylus, and they enjoyed writing letters more than expected — because the process felt like a game, not schoolwork.
Judges highlighted:
• the emotional clarity of the character-driven experience
• the excellent use of MX Ink Stylus (pressure, tilt, vibration)
• the intuitive table-based MR layout
• the gamification of motor-skill training
• the value for education and rehabilitation
Logitech representatives loved seeing their stylus used for real handwriting training.
The prototype lasted about 10 minutes and included the full cycle of storytelling, tracing, correction, rewards, and progress.
It won:
• 1st Place in Experimental Education
• 2nd Place in Stylus Use Case
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