Experiential Learning
Products

-Educational Products for Children with Neuro-developmental conditions

Project Background

COVID-19 pandemic resulted in a nationwide lockdown which disrupted the therapeutic space, where face-to-face therapy sessions for children with neurodiverse conditons at our Brainpreneurs- child development centres. This gave us an opportunity to adopt innovative strategies to mitigate regression and bolster the learning outcomes of children.
Our challenge was to design educational products to address the specific educational needs of children with neuro-developmental disabilities like Autism Spectrum Disorder, Dyslexia, Attention Deficit Hyperactivity Disorder (ADHD), etc. Since my end-users were children with special needs, and the therapists, my design thinking was deeply influenced by prioritizing the importance of accessible education and ailored therapeutic interventions. Therefore, I began with general literature research on neurodiversity to have a nuanced understanding and design the optimum solution. The pandemic, thus, became an opportunity for me to embed inclusive design thinking in my approach through the design process.

Duration: January 2020- October 2022

Product should help continue therapeutic intervention & special education sessions

1

Products should impart life skill training such as healthy habits & communication

2

Products should focus on cognitive learning and emotional intelligence

3

Process

Literature Research

Understood major challenges associated with autism and ADHD

Empathise

Conducted in-depth user research

Ideation & Design

Defined some goals and facilitated the brainstorming sessions

Usability Study

Tested our prototype products with our user base

Final Design

Selected few products after revamping the designs

User Research

I assembed a team of psychologists (2), therapists (2) and a special educator. Though children with neuro-developmental disabilities were the end users, the products stakeholders included therapists, educators, and parents who became the main bridge to facilitate the sessions for children. An expanded user base made the user research more inclusive.

User Base

Children with neurodiversity (including but not limited to autism, ADHD), in the age group 7-18

1

Special educators and therapists like speech therapist & occupational therapist

2

Primary caregivers of the children (parents in most cases)

3

Interview

We conducted a 45-minutes, structured online interview with 5 educators and 6 parents. Psychological assessment and sensory profiling data were collected by the psychologists for 5 children. Additionally, we conducted 30-minute online observations sessions with these children, which was facilitated with the help of a primary caregiver.

Interview Guide for the Primary Caregiver

Step 1:We explained our research goal

Step 2:Questions (sample is provided below)

  • What are the major challenges you are facing with your child since therapy stopped?
  • How are you currently keeping your child occupied?
  • How is your child’s schedule since his/her therapy has stopped?
  • What are the ways you have tried to provide your child with therapeutic help?
  • How can we increase your child’s attention online?
  • What is the most difficult part of the problem you are facing?

Pain Points

Regression in children’s progress

As COVID had already drained a lot of time, our solution needed to be easy to build, simple and easy to use by users

Lack of focus and attention

Children with autism and ADHD have deficits in attention. Thus, we sought to capture and maintain the attention of the child

Difficulty with conventional therapy sessions online

With the surge in usage of online educational platforms, our products needed simple instructions for easy implementation

Increased anxiety in children

Children faced drastic increase in anxiety due to the lost sessions. Our solutions needed to be more interactive and collaborative to keep them engaged and reduce boredom

User Persona

We began by assessing the collected data from user interviews. We created affinity diagram to understand the users better and finally developed 2 personas, one parent and one therapist.

Product Opportunity

Sakshi is a special educator at Brainpreneurs Child Development Center who needs a way to provide occupational therapy and special education to her students online because covid had disrupted the normal therapeutic sessions.

Goals

  • Find innovative ways to conduct therapy.
  • Enhance learning in children and prevent regression
  • Involve caregivers in therapy

Frustrations

  • Doesn’t know how to keep child focused and engaged
  • Unable ot find innovative ways to continue the education

Name: Sakshi Sharma

Age: 38 years
Sex: Female
Education Graduate
Hometown: Jammu, India
Family: Husband, 2 children
Occupation: Occupational Therapist

“Children have regresses back 8-10 months of training due to lockdown. It breaks my heart to see all the hard work go down like that.”

Sakshi hails from Jammu, India. She works as a full-time therapist and recently has completed her special education training. She is well experienced in her field and passionate about brining a change in the lives of children with special needs. Covid has disrupted her life, where most of her children have shown regression. It is very difficult for her to conduct online therapy. Children are unable to focus on screen and it is difficult to train parent the conventional activities and methods.

User Persona 1: Therapist

Product Opportunity

Renu is a parent of a 14 year old teenager with autism and ADHD who needs a way to provide fine-motor skills training, behaviour modification and special education at home for her child because covid has disrupted the normal therapeutic sessions.

Goals

  • Continue sessions online
  • Keep child attentive to the session on screen
  • Needs new ways to conduct therapy sessions

Frustrations

  • Doesn't know how to deal with her sons regression
  • Her son needs continues therapy which has become difficult in the lockdown
  • Meltdowns have increased in frequency and intensity

Name: Renu Singh Sharma

Age: 48 years
Sex: Female
Education MBA
Hometown: Bengaluru, India
Family: Husband, 2 Sons
Occupation: VP in an MNC

“Disruption in my son’s sessions have been hard for him. I don't know how to manage so many things at teh same time”

Renu is a 48 years old working professional with a busy schedule. She is a mother of 2 boys (older diagnosed with autism & ADHD). Her work keeps most of her day occupied with only late evenings to spend with the children. Lockdown though gave her immense family time, but dealing with her sons condition has been hard on her. he has developed high anxiety, frequent meltdowns and behavioural issues. His teenage also poses som extra challenges which are hard to deal without professional intervention.

User Persona 2: Parent

Ideation and Design

Ideation

My Role: Facilitator

Step 1:

  • Built a strong team consisting of therapists and educators to ensure sound learning outcomes for our end users.
  • Conducted a brainstorming workshop to understand their needs and ideas and have a wide array of inputs.
  • Used methods like crazy 8, impact-effort matrix, how-now-wow matrix to come up with optimum solutions.
  • Observed multiple sessions with children with special needs such as Autism Spectrum Disorder, intellectual disability or ADHD.

Step 2:

  • Conducted a comprehensive document research/literature survey to define product characteristics, since products were designed for therapy sessions with children with special needs.

Goal Statement

“Our products will help the therapists and parents implement therapeutic sessions online during lockdown. It will affect the progress of children with special needs whose therapy faced disruption because of lockdown by providing innovative ways to continue therapy sessions and achieve the therapeutic goals.”

We measured the effectiveness by:

  • Improvement in a child’s performance and
  • No. of sessions successfully completed by the child

Sketches & Prototypes

To address the pain points, we created some Digital Booklets (for behaviour modification) and interactive games (focused on occupational therapy) for children.
We used a conversation format for Digital Booklets to replicate real-life methods of teaching. We included popular characters among children to make the learning process and its content interesting. To finalise characters, we conducted a user survey with 5 therapists and 5 parents to unveil the likeliness and familiarity of children with the selected characters like butterflies, comics characters, non-living things, etc. We also observed child’s reactions while showing them various character images.

Examples of characters/objects used for the User Survey

Character Selection: Result

User Survey Sample Questions:

  • How familiar is your child with the shown object/ character?
  • What is their likeness towards the object/ character?

Therapists suggested not to use emoticons as they can be anxiety evoking for some children. Based on results, we decided to use Marvel and DC Comic figures

Character

Marvel/ DC Characters

Butterfly

Emoticons

Likeness

9/10

7/10

6/10

Familiarity

7/10

4/10

2/10

Examples of selected characters for the Digital Booklet

For the Interactive Games, our main challenge was to develop easy-to-understand games as complex instructions were difficult to follow for most children. Additionally, our therapists had to train the guardians (who were sometimes not well-educated) to implement several sessions and maintain the consistency. Therefore, we developed interactive, attractive and simple games like ‘3D Maze’, ‘Follow the colours’, ‘Blow in the straw’, etc. Additionally, some sketches and some sample paper prototypes were also developed before making the final set of interactive games.
We tested prototype and interactive activities with 7 children to understand the usability and feasibility of our ideas.

Product Sketches

Speech Therapy- Blow in the straw to maintain the ball in air

Usability Study Details

  • Prototypes of digital book and interactive games were provided to the users beforehand.
  • We observed children if they paid attention to digital booklet on screen during the session.
  • We observed if they followed simple instructions for intervention games.

Research Questions

  • Are the games easy to understand?
  • Are primary caregivers able to follow therapists’ lead during sessions?
  • How are the users interacting with the game if no instructions are given?
  • What would the users like to change about the products?

Participants

  • 3 therapists (age between 26-48)
  • 3 primary caregivers (age 35-52)
  • 5 children (age 7-14)

Methodology

  • 45 minutes
  • Moderated usability testing
  • Remote, online, from home in India
  • Participants were asked to think aloud as they interacted with the games.
  • Participants were asked to fill a survey at the end.

Findings

Users wanted visuals to be more vibrant. Interestingly, children were also attracted by vibrant visuals in place of grey-scale or pastel colours.
However, we kept the intensity of colours on the lower half.

1

Use of contrasting colours helps children distinguish different elements easily.

2

Users want use of easy, simple instructions for children to understand easily.

3

Final Product

Based on our survey results and prototype testing, we finalized the characters, colour schemes and visuals. Consequently, we refined our paper prototypes to create some exceptional and out-of-the-box games for our end users. These included interactive games, sensory products, cognitive skill training activities, and fine-motor skills training activities. Therefore, these fine-tuned the user experience and made it more neurodiversity-affirmative, which was the main challenge that we began with. An important aspect to highlight here is that all our interactive games were hand made since COVID lockdown had disrupted the production market as well. Our final products were easy to understand and could be easily trained by the primary caretaker of the child. Hence, they proved to be suitable for the differing neurological profiles of the children involved.

Examples of Final Products (digital booklet & games)

Accessibility Considerations

Even though the products we made were customised to the needs of children with intellectual and developmental disabilities, they can be easily used with neurotypical children as well, thus widening the accessibility and user base.
We took some specific measures to ensure inclusiveness of the products. For instance, we made sure to use tactile cues in the games to make them accessible for the visually impaired. We also emphasised upon simple instruction by focusing on one or two skills each, to minimise the complexities and ensure broader implementation among children with developmental disorders. Our products, thus, respected how neurodiverse children consumed, processed, perceived and engaged with educational and therapeutic inputs.

Key Take Aways

Our results showed that just within two weeks, we observed learning improvement in 45 children by 25-30%; we saw a reduction in the anxiety of most children; the total number of successful therapy sessions increased by 40% after the implementation of our products.
One major learning for me has been that when a disruption occurs in any given field, it sparks pioneering opportunities for innovations. In other words, a paradigm shift in one’s approach can contribute positively to the user experience field.
I also learned that keeping our own biases aside can become an important gateway towards developing solutions. For instance, when offline methods of learning and therapy for neurodiverse children seemed challenging due to the lockdown, an important lesson learnt was that accessibility in even digital spaces should be an important concern in user experience research and design.
Further, an emphasis on inclusive design thinking helped me come up with solutions that made technology more enabling for my end-users. The entire experience was all the more rewarding for me as a UX Researcher and Designer as it helped me nurture my intuitive sense of discernment and judgement as a shift from traditional methods prompted me to think deeply so that I could cater to a special population of end-users and their special needs. The consideration for accessibility and inclusiveness can lead to great ideas, applicable to everyone!

Next Steps

We are planning to create more innovative therapeutic games since they have shown great results. Children attend to stimuli which helps in reducing their boredom and keeps them more engaged in the learning process. In the future, we would like to develop more designs specific to various conditions to cater to neurodiversity in an enhanced way.
Additionally, we are planning to implement more technological innovations using Artificial Intelligence in therapeutic space.