Case study: Accessibility in education
Gamified learning path
The project
Develop a feature for an existing app in which the students go through all elementary school subjects in a gamified way with the possibility of earning rewards as they progress.
On top of that, I had the personal challenge of leading two people with disabilities through the entire design process from scratch.
Industry
This project was developed in an EdTech that has private schools throughout Brazil as clients and seeks to sell its services to the government and be in public schools.
Duration
5 weeks.
My role
I was a Digital Accessibility Specialist Designer and Project Leader, leading two very important people:
- Fawn Gomes — Diagnosed as autistic, illustrator and Game Designer Specialist;
- Gabriel Menezes — Diagnosed with ADHD and UI Designer.
On top of that, with my experience of 6+ years in frontend development, I was the connection between the design and development teams, always aligning deadlines, expectations, and technical requirements.
Note
All the images presented below contain texts written in Portuguese due to this project being built by a Brazilian company, however, the appropriate alternative texts, titles, and captions were translated into English to provide a good experience for EVERYONE.
If you have any suggestions for improvement for anything in this article, feel free to share.
Understanding the challenge
Right from the start, a big challenge emerged; as soon as the briefing was sent by the Product Owner, we had a hard time understanding its scope.
To save time and be more assertive in communicating our results, I decided to conduct an ideation process, so that we could accurately align what was expected from this project
User story
“As a student, I would like to have a learning path, to understand the progress I have made during my trajectory so that I can learn effectively.”
We didn’t put anything related to accessibility because it would be part of the acceptance criteria, so we would avoid any kind of resistance from the company and the development team.
Mind map
Something very simple that was highly effective in opening our minds.
Filtering the mind map
To focus more on the goal, I decided to filter the mental map with: “Must have” and “Mustn’t have”, so the idea began to take shape.
Moodboard
A way to gather visual references of what we were planning for the project.
“Pre” prototyping
We’ve just used simple shapes to represent our ideas, and that’s how we validated with the Product Owner.
NOTE: The screen for ordering school subjects wasn’t used by the company in the final project due to technical limitations, but the idea was to allow the students to have more freedom but not fewer obligations.
The following images are a few more examples of our creative process.
Sitemap
After receiving validation from the Product Owner, we created a sitemap to provide everyone with a high-level overview of where this project would fit within the existing app.
High-fidelity prototype
Since we already had a validated foundation for the entire Learning Path and needed to incorporate various elements from the main app, we proceeded directly to high-fidelity prototyping.
Some points were considered by us for a design and development that would make this game accessible to everyone:
- The WCAG AA criteria were defined as the main goal for this project;
- The color palette was approved in contrast tests;
- All clickable areas were at least 40 x 40px, a little more than 1cm x 1cm recommended by NN/g in a very good article;
- The entire project should be developed respecting the semantics defined by W3C, so users of assistive technologies can enjoy the Learning Path autonomously and fluidly;
- Still talking about semantics, it was defined as an acceptance criterion in deliveries made by developers;
- Represent mistakes and failures with clarity and never depend only on colors;
- Possibility of activating and deactivating animations.
Usability test
Sadly, due to financial reasons, the company stopped the project, and we were unable to carry out the proper user tests with users, especially kids with disabilities so that we could know the real effectiveness and points for improvement.
Expected results with the project’s implementation
According to our user studies, the trend was more significant participation and improvement of students’ learning performance, so this case could be a gateway for the company to sell itself in other educational segments.
My learning
Even though it hasn’t been implemented, this is undoubtedly the project I’m most proud of in my career, as I had the great opportunity to lead two excellent people who taught me a lot, which made me evolve a lot as a human being and professional.
Technically, I was able to improve my frontend knowledge to help the UI Designer in the development of the prototypes and talk to the tech team, and in digital accessibility, I looked for simple solutions to this feature and to be able to “sell” accessibility in the company.