Sarah MenlaHCI case studies

Case study 01 · Education

A learning space that stays calm

Reading, drawing, maths and video for children aged 5–9, including autistic children. Nothing moves, opens or changes unless the child asks it to.

  • Ages 5–9 · ASD Level 1
  • React · Vite
  • 3 adult proxies
learn · Books
The Read section: four large book covers in a horizontal carousel, one outlined by a green selection ring, with five round navigation buttons along the bottom and a Calm Mode button top right.
01 · The challenge

Most learning apps are built to excite. For some children, that is the problem.

Bright colours, dense screens and motion that plays by itself can turn a lesson into something a child has to manage rather than enjoy.

Motion with no purposeAnimation that is not part of the task still raises failure.
Built to exciteMost learning apps use visual intensity to hold attention.
Nothing is optionalThe child needed every stimulus to be something they could turn off.

Alzahrani et al. on incidental animation. Scope and the UK Government Digital Service on predictable layouts, plain language and minimal motion.

learn · Home
The calm home screen: avatar, progress bar, My rewards, Calm Mode, and five large round activity buttons.
5choices on the home screen: Play, Draw, Read, Watch, Numbers
142pxround navigation targets, sized for small hands and touchscreens
90swithout a page turn before a break is gently offered
0countdown timers in any maths or drawing activity
02 · Research

Designing for Noah

Persona card for Noah, age 7, ASD Level 1, primary school student. Quote: I like learning in fun ways. Pain points: bright or moving visuals cause sensory overload; confused by unclear buttons or sudden changes; loses focus without clear feedback or progress signs.
Persona built from the literature, competitor analysis and an early survey.

I like learning in fun ways.

  • Age 7
  • ASD Level 1
  • Primary school

Picture books, short activities and videos. Bright motion, unclear buttons and sudden changes get in the way.

  1. Keep cognitive load low and the screen uncluttered.
  2. Make navigation predictable and identical on every screen.
  3. Prevent accidental actions before they happen.
  4. Motivate with feedback and long-term goals, without visual noise.

What gets in the way

  • Bright or moving visuals overwhelm him
  • Unclear buttons and sudden changes confuse him
  • He loses focus without signs of progress

What the interface must do

  • Keep the screen uncluttered
  • Same navigation on every page
  • Nothing opens by accident
  • Progress without visual noise
Children’s survey

A short survey explored colour preferences, tolerance to sound, feedback style and reading habits. Safeguarding and ethics constraints limited it to four responses, two from autistic children, so it guided early direction only.

Evidence base

Decisions were grounded in HCI theory, autism-friendly guidance from Scope and GDS, research on sensory load and gamification, and a competitor analysis of children’s learning products.

03 · Design decisions

Every choice traces back to a principle

Filter by principle to see which parts of the interface it shaped.

Five choices, no more

The home screen offers five labelled circles in one cluster. Fewer options means faster, calmer decisions.

HickLoadGestalt

Targets for small hands

142px navigation circles and 260px book cards reduce mis-taps for children with less precise motor control.

Fitts

Selecting never opens

Arrow keys move a selection ring. A book opens only on an explicit press of Open, Enter or Space.

H5 Error prevention

Confirm before leaving

Leaving the reader or progress page asks first, shown by the child’s own character, so a place is never lost by mistake.

H3 User control

Calm Mode, one tap away

Lives in the top bar, not a settings menu. Mutes the background, hides the progress bar and suppresses motion.

AutismLoad

A two-colour palette

Soft sage on warm off-white. Green marks only selection and progress, so colour always means something. Text targets 7:1.

AutismWCAG 1.4.1

Icon and word together

Every navigation button pairs a familiar symbol with a plain label, for children who read less or interpret images literally.

H6 RecognitionAutism

Rewards stay out of the way

Points, shop and goals live on the Progress page. A labelled My rewards button, the same size as Calm Mode, opens it. Testers missed an unlabelled chest; the label is there so the page is found by recognition.

LoadH6 Recognition

No time pressure

All four maths games and every drawing activity are untimed, because countdowns raise anxiety and lower accuracy.

Autism

Breaks, offered kindly

After 90 seconds without a page turn, the reader offers a five-minute break. Affirmations appear every 45 seconds.

WellbeingLoad

A top bar that never moves

Avatar, progress, My rewards and Calm Mode sit in the same place on every screen, so there is nothing to relearn.

H4 ConsistencyGestalt

Keyboard first

The carousel works with arrow keys and on-screen arrows, with a clear focus state on every control.

WCAG 2.1.12.4.7
04 · Try it

Browse freely. Nothing opens by accident.

This is the interaction pattern at the heart of the reader. Move the ring with the arrows or your keyboard; only Open starts a book. Then switch on Calm Mode.

05 · The product

A complete platform, not a single screen

Home: five large round buttons for Play, Draw, Read, Watch and Numbers.
HomeFive labelled activities, one cluster
Read section: book covers in a carousel with a selection ring and an Open control.
ReadSelect, then Open — never both at once
Two-page book reader with large previous and next arrows.
ReaderA book that turns like a book
Count and Tap maths game with large answers and no timer.
MathsFour games, no clock
Rewards shop of characters the child can buy with points.
RewardsPoints the child owns
The same home screen in Calm Mode, with a muted background.
Calm ModeOne tap, always in the same place
learn · Home
Home screen with the child’s avatar top left, a progress bar, a labelled My rewards button, the Calm Mode button, and five large round navigation buttons for Play, Draw, Read, Watch and Numbers, with only the selected one, Play, showing its label.
Home and navigation

One cluster, five doors

A single circular cluster holds every section. The same buttons shrink to a bottom bar inside each section, so the way back is always visible.

  • Icon plus label on every button
  • Top bar fixed across all screens
  • My rewards opens progress and the shop
06 · Calm Mode

The same screen, turned down

Drag the handle, or focus it and use the arrow keys. Calm Mode swaps the background to muted cream, hides the progress bar and suppresses motion, and the choice is saved to the child’s profile.

Standard mode: warm off-white background with the green progress bar visible.
Calm Mode: muted cream background, progress bar hidden, a small Calm Mode is on label.
StandardCalm Mode
07 · Design system

From Figma flow to finished product

The design moved in three steps: structure first, then the visual design in Figma, then the React build.

Grey low-fidelity wireframes linked by arrows: a start screen, character selection, home with the book carousel and round navigation buttons, the two-page reader, a break prompt and a 4:59 countdown, a started and completed view, and a list of possible settings.
Low fidelity · FigmaFixed the core flow (login → character → home → carousel → reader) and the places of the top bar, round navigation and carousel before any styling, so layout could be checked separately from visuals.
Palette
Warm paper#FBF7E6 · background
Meadow#E7F0CF · surfaces
Sage#CFE4B3 · selection, progress
Calm cream#ECE6CF · Calm Mode
Soft ink#3A3A3A · text
16px+System sans-serif body; 26–28px headings; 22px icon labels
2Font weights only (400 and 700) for a simple hierarchy
36pxBetween navigation circles; 22px between carousel cards
142 / 74Navigation circle size in pixels, centre and bottom-bar layouts
08 · Architecture

Error prevention, enforced in the code

The app is a React single-page application with pages routed by React Router and reusable components shared across sections: TopBar, HomeNav, HorizontalCards, BackConfirmSheet, ReadingWatcher and PdfFlipBook.

Selection state (activeId) lives in the carousel, while opening is a separate onSelect callback owned by the page. The error-prevention rule is structural, not just visual.

Profiles, points, unlocked items and goals persist in localStorage, so the app works without a server.

UML class diagram for Interface 1 showing App routing to pages, shared components and the data and utility modules.
UML class diagram: pages, shared components, data and utilities.
09 · Testing

What three users showed me

The task test was with three adult proxies. A short survey of four children, two of them autistic, guided the early design, but it was too small to treat as a usability test. Formal sessions with children were not possible in the time available: safeguarding, ethics approval and school access could not be put in place. Proxy testing can find a control that does not look clickable. It cannot show how children would actually use the platform.

Task completion without help
  • Reach a learning activity3 of 3
  • Complete it and read the feedback3 of 3
  • Find the progress dashboard1 of 3
  • Use the dashboard3 of 3
The key finding

The core flow worked. The treasure chest did not: two of three participants did not realise it was a button. It lacked affordance, breaking H1 and H6. The dashboard also used smaller, denser buttons than everywhere else, which undermines the predictability the design depends on.

I found it easy to choose a game and get started.Participant 1
I liked the instant feedback after answering.Participant 1
I didn’t realise the treasure icon could be clicked.Participant 1
The buttons are smaller and harder to use.Participant 3
Heuristic evaluation summary for Interface 1
HeuristicFindingSeverity
H1 Visibility of statusTreasure chest affordance unclearHigh
H3 User controlConfirmation prompt on exit works wellPass
H4 ConsistencyDashboard button sizes inconsistent with the restMedium
H5 Error preventionSeparating selection from activation is effectivePass
H6 Recognition over recallTreasure chest relies on recall, not recognitionHigh
H8 Minimalist designCalm Mode palette reduces stimulationPass

What I changed after testing

The two issues testers found are now fixed in the product. The evaluation above is what they saw. The screens below are what the product does now.

Before: a small unlabelled treasure-chest emoji sits on the end of the progress bar.
After: a labelled My rewards button, the same size and shape as Calm Mode, sits beside the progress bar.
Unlabelled chestMy rewards
Progress dashboard with large Home, Goals and Rewards Shop controls, a Parent Area button, and large Bonus Goals and Rewards Shop cards.
Home, Goals and Rewards Shop now use the same large targets as the rest of the platform.
10 · Reflection

What I would do next

Read along

Connect the shared useReadAloud hook to the flipbook so each page can be spoken for early readers.

Sound, carefully

Planned audio feedback was held back: it could itself be a sensory barrier. It should ship muted by default and be tested first.

Test with children

With ethical approval, school partners and DBS clearance in place, evaluate with the real audience.

Test sooner

The design phase ran long. A good-enough version tested earlier would have taught more than a polished one tested late.