3 weeks, Aug. 2024
Figma, Pencil, Paper,
Zoom, Slack
User Interview, Affinity Mapping, Persona, User Flow, Sitemap, Competitive Analysis, Sketching, Wireframing, Prototyping
3 weeks, Aug. 2024
Figma, Pencil, Paper,
Zoom, Slack
User Interview, Affinity Mapping, Persona, User Flow, Sitemap, Competitive Analysis, Sketching, Wireframing, Prototyping
For almost a year, the SUPERabled app struggled with accessibility design issues and an unclear user flow. While developers were optimistic about its potential, the lack of user research and a defined target persona stalled progress. Brought in as the lead UX designer, I was tasked with refocusing the project. The client was seeking grant funding but faced challenges aligning accessibility needs with their educational goals, lacking both an end-to-end flow and an AI integration plan.
After reviewing the app, my team and I saw an opportunity to redesign the user experience and align it with the client's vision. With just three weeks to prove its value, we prioritized creating an accessible interface for users with mobility issues while building the app’s educational goal.
I led the design of the SUPERabled app, focusing on enhancing reading comprehension for 4th to 6th grade students, specifically those with mobility issues. Initially, the plan was to create separate interfaces for various accessibility needs, but I recognized the complexity and time constraints involved. By concentrating on a single, optimized interface, I ensured the app remained feasible and inclusive.
I managed the research, cross-functional communication with developers and clients, and testing phases, integrating AI-generated stories with the SUPERabled book series to enhance bibliotherapy and representation. Alongside two other UX designers, we crafted a solution that aligns with the client's vision of fostering confidence and a sense of belonging for young, differently-abled learners.
Picture this: You log onto Zoom and are greeted by a spunky, brilliant woman who immediately dives into her project. "It's an app that uses AI to generate personalized stories for kids. We need it to measure reading comprehension—it’s an educational app on the surface. But really, that’s just the guise to get it into schools. Our real vision is creating representation through literature. I don’t want children with disabilities to feel othered or alone. This is about exposure, inclusivity, and encouraging these children."
As I watched Jennifer, the senior editor of iPub and author of the SUPERabled series, she picked up her mouth stylus to type into the group chat. Diagnosed with MS just after her 23rd birthday, Jennifer's journey from using a cane in grad school to becoming a full quadriplegic by 2012 didn’t stop her from building a successful career as a freelance academic editor. Now, she was leading the charge to build an app focused on inclusivity, bibliotherapy, and community. (Inspiring project, am I right?)
"None of my accomplishments would have been possible without assistive technology, and it's crucial that every child has access to the tools they need to navigate life autonomously, confidently, and empowered by their super abilities." -Jennifer
Picture this: You log onto Zoom and are greeted by a spunky, brilliant woman who immediately dives into her project. "It's an app that uses AI to generate personalized stories for kids. We need it to measure reading comprehension—it’s an educational app on the surface. But really, that’s just the guise to get it into schools. Our real vision is creating representation through literature. I don’t want children with disabilities to feel othered or alone. This is about exposure, inclusivity, and encouraging these kids."
As I watched Jennifer, the senior editor of iPub and author of the SUPERabled series, she picked up her mouth stylus to type into the group chat. Diagnosed with MS just after her 23rd birthday, Jennifer's journey from using a cane in grad school to becoming a full quadriplegic by 2012 didn’t stop her from building a successful career as a freelance academic editor. Now, she was leading the charge to build an app focused on inclusivity, bibliotherapy, and community.
"None of my accomplishments would have been possible without assistive technology, and it's crucial that every child has access to the tools they need to navigate life autonomously, confidently, and empowered by their super abilities." -Jennifer
CLIENT GOAL
The client’s initial vision for the SUPERabled app focused on three key personas: individuals with mobility challenges, those with limited or no vision, and users with limited expressive language who required visual aids. The primary goal of the tablet app was to empower users to generate stories using AI that reflected their own experiences, promoting representation in literature while simultaneously improving reading comprehension. They also needed a tangible way to measure improvement in reading skills to establish the app as a viable educational tool.
The vision was to make the app accessible, fostering self-worth, empathy, and a sense of belonging among its users.
The app aimed to enhance reading comprehension and encourage bibliotherapy, supporting the goal of securing grant funding.
The client aimed to empower differently abled children and build their self-confidence through inclusive representation in literature.
The vision was to make the app accessible, fostering self-worth, empathy, and a sense of belonging among its users.
The client aimed to empower differently abled children and build their self-confidence through inclusive representation in literature.
The app aimed to enhance reading comprehension and encourage bibliotherapy, supporting the goal of securing grant funding.
The vision was to make the app accessible, fostering self-worth, empathy, and a sense of belonging among its users.
The client aimed to empower differently abled children and build their self-confidence through inclusive representation in literature.
The app aimed to enhance reading comprehension and encourage bibliotherapy, supporting the goal of securing grant funding.
Our client had a strong concept for the SUPERabled app but faced challenges with vague design needs, undefined goals for reading comprehension, and a lack of developed content:
Our client had a strong concept for the SUPERabled app but faced challenges with vague design needs, undefined goals for reading comprehension, and a lack of developed content:
Our client had a strong concept for the SUPERabled app but faced challenges with vague design needs, undefined goals for reading comprehension, and a lack of developed content:
The client struggled to provide specific prompts or content for AI-generated stories, limiting user engagement. Our goal was to create a clear process for generating these stories effectively.
They recognized the need to build reading comprehension but were uncertain about implementation strategies.
There was no developed content available for the app, creating a resource gap and uncertainty about the end-to-end user flow.
The client struggled to provide specific prompts or content for AI-generated stories, limiting user engagement. Our goal was to create a clear process for generating these stories effectively.
They recognized the need to build reading comprehension but were uncertain about implementation strategies.
There was no developed content available for the app, creating a resource gap and uncertainty about the end-to-end user flow.
Taking these factors into account, we started by creating a sitemap. We incorporated the client's feedback and transformed their ideas into a user flow, which guided us toward a workable design. Below is the sitemap we shared with them.
Taking these factors into account, we started by creating a sitemap. We incorporated the client's feedback and transformed their ideas into a user flow, which guided us toward a workable design. Below is the sitemap we shared with them.
CLIENT GOAL
The client’s initial vision for the SUPERabled app focused on three key personas: individuals with mobility challenges, those with limited or no vision, and users with limited expressive language who required visual aids.
The primary goal of the tablet app was to empower users to generate stories using AI that reflected their own experiences, promoting representation in literature while simultaneously improving reading comprehension. They also needed a tangible way to measure improvement in reading skills to establish the app as a viable educational tool.
The vision was to make the app accessible, fostering self-worth, empathy, and a sense of belonging among its users.
The app aimed to enhance reading comprehension and encourage bibliotherapy, supporting the goal of securing grant funding.
The client aimed to empower differently abled children and build their self-confidence through inclusive representation in literature.
Our client had a strong concept for the SUPERabled app but faced challenges with vague design needs, undefined goals for reading comprehension, and a lack of developed content:
Our client had a strong concept for the SUPERabled app but faced challenges with vague design needs, undefined goals for reading comprehension, and a lack of developed content:
The client struggled to provide specific prompts or content for AI-generated stories, limiting user engagement. Our goal was to create a clear process for generating these stories effectively.
They recognized the need to build reading comprehension but were uncertain about implementation strategies.
There was no developed content available for the app, creating a resource gap and uncertainty about the end-to-end user flow.
The client struggled to provide specific prompts or content for AI-generated stories, limiting user engagement. Our goal was to create a clear process for generating these stories effectively.
They recognized the need to build reading comprehension but were uncertain about implementation strategies.
There was no developed content available for the app, creating a resource gap and uncertainty about the end-to-end user flow.
Taking these factors into account, we started by creating a sitemap. We incorporated the client's feedback and transformed their ideas into a user flow, which guided us toward a workable design. Below is the sitemap we shared with them.
Once the client’s approved of the app flow, we quickly turned our attention to comprehensive competitive analysis, focusing on two key areas:
Once the client’s approved of the app flow, we quickly turned our attention to comprehensive competitive analysis, focusing on two key areas:
While the competitive analysis shaped our initial design, it was the user interviews that gave us the information we needed to develop a viable educational app with the potential to secure grant funding. When the clients were unable to provide interview participants, I was responsible for sourcing the users.
We interviewed five participants, including a special needs aide, a board-certified behavioral analyst, a clinical director of development services, a teacher of neurodivergent children, and parents of autistic children. By involving specialists, educators, and caregivers, we sought diverse perspectives on accessibility and valuable context about our target users' needs and experiences.
Our main objectives for these interviews were:
While the competitive analysis shaped our initial design, it was the user interviews that gave us the information we needed to develop a viable educational app with the potential to secure grant funding. When the clients were unable to provide interview participants, I was responsible for sourcing the users.
We interviewed five participants, including a special needs aide, a board-certified behavioral analyst, a clinical director of development services, a teacher of neurodivergent children, and parents of autistic children. By involving specialists, educators, and caregivers, we sought diverse perspectives on accessibility and valuable context about our target users' needs and experiences..
Our main objectives for these interviews were:
Once the client approved of the app's flow, we delved into comprehensive competitive analysis, focusing on two key areas: educational reading apps for 4th-6th graders and apps designed with accessibility in mind.
This dual approach was essential because our client wanted an app tailored to children with mobility issues, hearing impairments, and speech impediments. With limited experience in accessibility and no available experts from the client side, we drew heavily from existing solutions to guide our design.
Building on our competitive analysis, we patched together a visual flow to present to the client. The goal was to provide a clear representation of our proposed design, helping the clients understand how their vision could be realized.
After synthesizing the data, we identified the following trends:
After synthesizing the data, we identified the following trends:
After synthesizing the data, we identified the following trends:
After synthesizing the data, we identified the following trends:
After synthesizing the data, we identified the following trends:
4 of the 5 users shared that short chapters help children feel accomplished and stay motivated to keep reading, with the reward being a sense of achievement.
100% of the user research showed that children stay engaged when assignments are designed to feel like a game, especially when rewards are involved.
80% of users stated that it was important to first assess the child's reading level and cognitive abilities, then tailor the reading materials and interface to meet their needs.
Verbal praise is key to building confidence in students.
4 of the 5 users shared that short chapters help children feel accomplished and stay motivated to keep reading, with the reward being a sense of achievement.
100% of the user research showed that children stay engaged when assignments are designed to feel like a game, especially when rewards are involved.
80% of users stated that it was important to first assess the child's reading level and cognitive abilities, then tailor the reading materials and interface to meet their needs.
80% of specialists stated that verbal praise is key to building confidence in students.
The user research really showed us how tricky accessibility can be when designing education apps. With only three weeks on the contract, we suggested ditching the idea of designing three separate interfaces for different disabilities and focusing on just one. This way, we could actually create something solid and give the project a real push toward securing grant funding. After all, one complete user interface is way better than three half-baked ones, right? The client agreed and asked us to focus on users with mobility issues.
The user research really showed us how tricky accessibility can be when designing education apps. With only three weeks on the contract, we suggested ditching the idea of designing three separate interfaces for different disabilities and focusing on just one. This way, we could actually create something solid and give the project a real push toward securing grant funding. After all, one complete user interface is way better than three half-baked ones, right? The client agreed and asked us to focus on users with mobility issues.
Once we nailed down our target user, we hit the next roadblock. Putting together a persona for this project? Not easy. The client wanted us to focus on a 4th to 6th graders with mobility issues, but none of our user research covered that specific experience. It felt like trying to finish a puzzle with missing pieces. The result? Back to the drawing board. We dug into more research and used that to shape our target user's behaviors, needs, and challenges. Our goal was to build a solid persona before jumping into wireframes so we’d have a clear guide for our design.
Once we nailed down our target user, we hit the next roadblock. Putting together a persona for this project? Not easy. The client wanted us to focus on a 4th to 6th graders with mobility issues, but none of our user research covered that specific experience. It felt like trying to finish a puzzle with missing pieces. The result? Back to the drawing board. We dug into more research and used that to shape our target user's behaviors, needs, and challenges. Our goal was to build a solid persona before jumping into wireframes so we’d have a clear guide for our design.
Once we nailed down our target user, we hit the next roadblock. Putting together a persona for this project? Not easy. The client wanted us to focus on a 4th to 6th graders with mobility issues, but none of our user research covered that specific experience. It felt like trying to finish a puzzle with missing pieces. The result? Back to the drawing board. We dug into more research and used that to shape our target user's behaviors, needs, and challenges. Our goal was to build a solid persona before jumping into wireframes so we’d have a clear guide for our design.
As we moved the design along, we hit another major crossroads: weaving in the AI component. The client still didn’t have a clear vision for how the AI would generate stories or interact with users. So, we brought in their developers to help clarify the technical landscape—what the AI could realistically do, what was out of reach, and how we could integrate it without breaking the design flow.
During that meeting, the developers admitted they hadn’t gotten clear instructions from the client either! (Ah, the joys.) But they assured us they could build whatever we needed.
Here’s what we walked away with from that meeting (and yes, I know—it wasn’t super helpful. But hey, if you’ve ever been in the middle of a design project, you know these moments of uncertainty are part of the deal):
As we moved the design along, we hit another major crossroads: weaving in the AI component. The client still didn’t have a clear vision for how the AI would generate stories or interact with users. So, we brought in their developers to help clarify the technical landscape—what the AI could realistically do, what was out of reach, and how we could integrate it without breaking the design flow.
During that meeting, the developers admitted they hadn’t gotten clear instructions from the client either! (Ah, the joys.) But they assured us they could build whatever we needed.
Here’s what we walked away with from that meeting (and yes, I know—it wasn’t super helpful. But hey, if you’ve ever been in the middle of a design project, you know these moments of uncertainty are part of the deal):
Short chapters help children feel accomplished and stay motivated to keep reading, with the reward being a sense of achievement.
When the assignment feels like a game, children remain engaged—especially if there are rewards.
Verbal praise is key to building confidence in students.
It’s important to first assess the child's reading level and cognitive abilities, then tailor the reading materials and interface to meet their needs.
At this point, we dove into wireframing the app, making the onboarding process our top priority. It had to be accessible, clean, and uncluttered—no extra noise, just straight to the point. We leaned hard on our research and made sure users could customize their experience based on their specific mobility needs. Because what good is a beautifully designed app if it doesn’t actually work for our persona?
Here's what we did:
At this point, we dove into wireframing the app, making the onboarding process our top priority. It had to be accessible, clean, and uncluttered—no extra noise, just straight to the point. We leaned hard on our research and made sure users could customize their experience based on their specific mobility needs. Because what good is a beautifully designed app if it doesn’t actually work for our persona?
Here's what we did:
During the iteration phase, we realized that using student-generated stories wasn’t the best way to assess reading comprehension—after all, it’s tough to measure understanding when students are writing the stories themselves. To align with the client’s goals of representation and hit real learning outcomes, we proposed incorporating existing books with differently abled protagonists, like "Percy Jackson," for comprehension assessments.
AI-generated stories would still play a role, though—nurturing a love of reading and showcasing inclusivity. This way, we could keep the focus on both engagement and effective learning, making sure the app could help the client secure that all-important grant funding.
During the iteration phase, we realized that using student-generated stories wasn’t the best way to assess reading comprehension—after all, it’s tough to measure understanding when students are writing the stories themselves. To align with the client’s goals of representation and hit real learning outcomes, we proposed incorporating existing books with differently abled protagonists, like "Percy Jackson," for comprehension assessments.
AI-generated stories would still play a role, though—nurturing a love of reading and showcasing inclusivity. This way, we could keep the focus on both engagement and effective learning, making sure the app could help the client secure that all-important grant funding.
Even with all the progress, by the end of week two, we were still feeling uneasy about the design. Sure, it looked fantastic, and our competitive analysis had steered a lot of our decisions, but too many pieces still felt murky. So, we laid it all out for the client, sharing what was missing and suggesting some solid fixes to close the gaps.
After some persistence on our part, the client agreed to:
When designing the navigation and information architecture for SUPERabled, our goal was to create a seamless, user-friendly experience tailored to the needs of differently-abled 4th-6th graders. We prioritized minimizing the number of clicks needed for navigation, ensuring a comfortable and intuitive experience, especially for students like our persona, Jaime, who faces mobility challenges. We also kept in mind research showing the importance of keeping students engaged and motivated throughout the process. Here’s how we accomplished this:
When designing the navigation and information architecture for SUPERabled, our goal was to create a seamless, user-friendly experience tailored to the needs of differently-abled 4th-6th graders. We prioritized minimizing the number of clicks needed for navigation, ensuring a comfortable and intuitive experience, especially for students like our persona, Jaime, who faces mobility challenges. We also kept in mind research showing the importance of keeping students engaged and motivated throughout the process. Here’s how we accomplished this:
Given more time and resources, several improvements could be made to enhance the app:
Given more time and resources, several improvements could be made to enhance the app: