As the lead UX Designer, I was responsible for creating a math app from scratch to help students of various learning abilities, including ADHD, learn math in an effective way. I led a team of five designers in developing the app’s content and interface, transforming validated research into effective, user-friendly designs for this math app. Using the prototype, the user testing had a 100% satisfaction rate of completing the onboarding process and the guided lessons of multiplication among all of the children.
The math curriculum in schools is designed for the general public, regardless of learning abilities causing children with ADHD feeling lost, helpless, and overlooked. The current math apps available for children were also found to have some flaws that negatively affected the children's learning process, which were found in our SWOT analysis from participants.
Using insights from the SWOT analysis, I designed a math app for children with ADHD that addressed the two most significant pain points—Accommodation and Customization—which had the highest number of issues in the weaknesses section. These issues were categorized, and since Accommodation and Customization stood out, I created dedicated screens to directly target and solve these challenges.
The strategy team gave the design team 5 months to complete this project. To complete our project within this timeframe, I needed to collect the following data from the research team:
To identify learning platforms that teach math to children with ADHD, along with their accommodations and pain points included in the design, I created a SWOT analysis on 12 competitors. Using the SWOT analysis, I created a summary using affinity mapping techniques to find common themes.
Amongst the 12 competitor apps, the common high-impact pain points were themes around accommodation and customization.
The design team collaborated with the research team to validate the insights we obtained from our competitive analysis with their data found through their user interviews. During a prioritization workshop with the strategy team, the design team identified the following key features for the scope of Phase 1:
Based on the collected information, I designed a basic Information Architecture for the app to provide context for our user flows using the four key features identified.
During another workshop with the strategy team, the user flows the design team created containing the four key features, were approved which allowed us to proceed to designing the Lo-Fi and Mid-Fi wireframes.
The designers and I came together during design workshops to design low-fidelity wireframes based on the four features mentioned using best UX practices. We developed mid-fidelity wireframes by placing more attention to creating a consistent layout.
Once we had a good grasp of what was in the market, including what we wanted to emulate and avoid in our app, I structured our vision on a set of Accessibility Guidelines and Pedagogy Standards, by combining our findings from the SWOT Analysis and our own secondary research. The Accessibility Guidelines and Pedagogy Standards are:
Using secondary research we obtained from the research team, we were able to make UI decisions and explore options via mood boards.
Using insights gathered from our competitive analysis, and accessibility & pedagogy research, I designed different approaches to teach a multiplication problem. The writing for each approach were approved by the Content Writers who ensured it was user friendly and comprehensive for our young and sensitive user group.
We initially created a style guide that contained more soft tone colours, however after reviewing Research's data indicating that children prefer darker shades of colour, we decided to swap the softer colours with a darker shade.
By applying pedagogy and accessibility guidelines, I created our finalized style guide for our wireframes and build additional screens to develop a cohesive high fidelity prototype which were validated by the research, content, and strategy teams.
A Usability Test was conducted to evaluate the prototypes of the onboarding screens and the guided lessons of multiplication with children and their parents by the research team and accompanied by the design team. The goal was to ensure that the app is accessible and user-friendly for children with varying levels of cognitive ability and learning styles.
The user testing had a 100% success rate of completing the onboarding process and the guided lessons of multiplication, using their preferred method, amongst all the children and the parents who guided them.