The lack of accessible and affordable speech therapy options for children with special needs presents a significant barrier to their vocabulary development and overall communication skills. Existing platforms often don't meet the diverse and individual needs of children with disabilities. They offer limited solutions that don't fully accommodate their varied cognitive, sensory, and developmental challenges. This project is all about filling that gap. We're developing a web-based educational platform for kids with speech and communication disorders, like dysarthria, aphasia, and cerebral palsy. The platform will have lots of customisable flashcards across different categories, to help kids aged 7-18 build their vocabulary.
To better understand the market landscape and identify opportunities for differentiation, we conducted a thorough competitive analysis. We analyzed both direct and indirect competitors, including apps like Bitsboard, Speech Blubs, and Quizlet, to assess their strengths, weaknesses, and the gaps our platform can fill.
In our research, we created multiple user personas to represent the diverse needs of children with special needs. These personas helped us to empathize with our users and tailor our platform to their specific challenges and goals. While we developed two personas, today I will be sharing Bennie’s story. Bennie is a 9-year-old boy with autism who is nonverbal. Bennie can walk independently, but he requires assistance and supervision for activities such as showering and eating. He has a deep love for music and responds positively to visual stimuli.
The user storyboard below shows how our persona, Bennie, uses a set of flashcards with his mother's help. By putting our persona in the ideal context scenario, we can get a better idea of what our target user needs and expects. This helps us figure out what our Minimum Viable Product (MVP) should have. Right now, we're trying to make a list of all the things we need to make these ideal situations happen. These requirements will be the basis for our idea generation phase, guiding the development of our educational platform to meet our users' needs.
This page is all about sets of flashcards that are tailored to specific categories. It has the same structure as the category page. At first, I thought about having only one flashcard that you could click on at a time, with the others unlocking after you'd successfully completed the first set. But after chatting with the parents of children with disabilities, we realised that this approach might be a bit frustrating for the kids, given their medical conditions.
A child is presented with a series of flashcards, followed by a question designed to prompt them to identify a specific concept. For example, the child may be asked to select the picture that represents 'bedroom'. Once the child has made their choice, they receive feedback indicating whether their response was correct or incorrect.
When I started putting together the page with categories, I wanted to make it as simple as possible for little ones to understand. Each category has a bunch of lessons, and I've paired the names with images to make it easy to see what each one is about. I thought some kids might not know all the big words (category names) or find reading a bit tricky, so I've included pictures that show exactly what each category is about – like a tomato for "Vegetables" and a hand for "Body parts."
I learned the value of an iterative design process, especially when juggling multiple design elements. The flashcard screen was a tough nut to crack. I tried six different versions before nailing the perfect balance between image size, text readability, and progress indicators. Going forward, I'll focus on iterative testing and be more flexible in exploring various design solutions until I find the right fit.
Designing for young users also made me realise how important it is to think about accidental interactions. I'd planned to add a "menu" button at the top right of the flashcard screen, but I was worried that curious kids would tap it by mistake. This experience showed me that you have to be really careful about where you put buttons to make sure that users don't tap them by mistake, especially in apps that are designed for children.