Overview

Company

Techfleet DAO
Client: Ann

Role

UX Writer
Content Strategist

Tools

Figma
FigJam
Google Meet
Google Slides

Team

Eric C. (Lead)
Lerin O. (Lead)
Kristianne J.
Emily L.
Rossana M.
Nimra E.

Summary

Mindful Digits is an educational math app that aims to facilitate the learning of math subjects for children with ADHD and other neurodivergence. Often times, common school curriculums fail to consider the different needs and learning styles different children have--thus leaving groups to lose confidence and feel discouraged--in favor of mainstream learning. Mindful Digits aims to tackle this issue with the mission of Empowering, Educating, and Respecting students who feel they’re being left behind.
Empower the learners by allowing them to customize their learning experience to fit their specific needs and preferences

Customize content in a way that is simple, concise, and easy to understand

Create a voice for the app that speaks to its target audience

Create consistency in the content based on research insights
Time
Our team joined halfway through this phase, about 4 weeks later than everyone else and with only 4 weeks spent working together.
Catching Up
Since we joined so late, we had a lot of material to catch up to. It’s important to fully understand the scope of the project before we could really dip our feet in.
Limited Research
Because we joined so late and had to rush to make edits on the existing wireframes in time for the upcoming usability test, we had to work off of a few assumptions. Of course, we had previous research and stakeholder interviews as existing resources--but these didn’t exactly have content and writing as a focal point.
After jumping in the middle of the phase, my team needed to catch up to everyone else’s momentum. Although our contribution was later than everyone else’s, the beginning point felt no different than with any other UX project: which is to understand the cope of the problem, the context, the goals, and the users. We familiarized ourselves with the insights from the most recent research plan, looked at the existing wireframes, and conducted our own secondary research to understand how math curriculums tend to be taught.

I know what you’re thinking, why study how other schools are approaching this content when it’s exactly their approach that fails neurodivergent students? Well to answer that, in knowing what is already being done, we can garner what not to do or at least understand how to craft our lessons differently.

An interview with the client, Ann, who herself is a parent of a child with ADHD, bore the truth of our users’ pain points. Too often do mainstream classrooms fail to consider the unique needs of different children--in order to envelop a more “general approach.” But equal does not mean equitable, and these schools that proclaim “no child left behind” are leaving those who can’t catch up stuck at the starting line.

Our research and interviews solidified the sense of empathy we have for these children and motivated us to create something truly different. We had an assignment to do, which was to create accessible copy and structure lessons that are truly considerate of neuro-divergent needs. We needed to figure this all out fast, as the upcoming usability test was our deadline.

Revising the Prototype

Dashboard

Since the goal was to do something different, to create copy that was empathetic and emphasized growth and learning--revising the Dashboard and lesson stages, was crucial.

We didn’t want Mindful Digits to feel like just another class in digital form and the initial terminology felt too similar to what a general teacher would call these activities.

Revising was a little challenging, because although we wanted the continuity of a theme and a narrative to carry the story-telling, we had none of these things established. Brainstorming about it only showed how difficult and time-intensive it would be to create an overarching narrative. We are all adults in our 20s-30s, we could only assume what we thought kids liked, but struggled to know if something was too “babyish” or exclusive.

I suggested “Training Grounds” and “Quick Quest” because these words suggest adventure and practice-based growth. I’ll admit, I had RPGs in the back of my mind whispering these suggestions. I wanted to stimulate a sense of excitement for approaching math, a sense of agency over your own learning, and prioritizing growth mindset. This motivation was the same when suggesting “Guided Practice” to “Train Together” (which uses together as synonymous with guided) and “Independent Practice” to “Solo Challenge” (which turns a boring classroom paper assignment to undertaking a trial that leads to leveling up or more training).
Example Lesson: Box Method

Our research emphasized the need to help our user focus on the task at hand by using grids, colors, typography, and simplifying language. Word problems are challenging for our users for the same reason: it made focusing difficult and thus leading to frustration.

The language in the initial screen was to verbose, it was easy to imagine our learners getting frustrated at something that could easily be simplified. “Multiply to find the product of 10 and 3” is the same thing as saying “Multiply 10 and 3,” it’s redundant. Multiplying will always result in finding the product, because that’s the very nature of the terms.

I suggested changing the color and opacity of “What is the product of 16 x 3” because the type weight were combative with one another. It lacked visual hierarchy. While I understand having that there was helpful in reminding the learner of the overarching problem, it wasn’t the specific task/goal of the present screen. We are prompting the user to do one task, step by step. Changing the type weight as well as adding color coded helps to guide the user to focus on what’s important, even at just a visual glance.
Reflection

The Reflection screen prompts the user for an answer at the end of every lesson (with the long term goal of using an algorithm to help inform parents/teachers of learner progress). Our voice principles applied here just as much as everywhere else. We focus on feelings and progress, ensuring never to feel like the learner is at fault or to be blamed for their frustration (neurodivergent folks may tend to feel rejection sensitivity). We want them to keep going.

Although the initial copy did well to emphasize feeling, the scale itself was confusing. At the heart of it, the reflection is meant to be quantifiable, a scale of 1-5. Each option should be clear and differential from the others. From words alone, “Too Hard” and “Difficult” are arguably too similar and subjective. “Difficult” could be considered as more superlative to “Too Hard.”
Content Guidelines

For the sake of space, click this link to view the Content Guidelines

Voice Qualities

Mindful Digit’s voice values help to guide the overall voice of the app. That means that all copy should be:

Encouraging
We want to empower our learners with their own learning. We want to equip our learners with a growth mindset and to be able to stand up every time they fall down.

Relatable
We want our learners to feel like the app is a peer, someone they can rely on and work with during their learning journey.

Conversational
We want to speak to learners in the way they’re used to in their everyday lives.

Patient
We want our learners to feel like they can learn at their own pace, not being limited to time constraints or having to meet deadlines.

Enthusiastic
We want our learners to feel excited about learning math, especially if they have felt discouraged by their math learning journey before. Math should be fun, not disheartening.

Inviting
We want our learners to feel like they can take on math learning anytime, anywhere. We’ve made our product accessible to all types of learners. We want our content to be inviting and approachable to all.
Next Steps
Despite a 4 week time constraint, we proudly accomplished quite a bit, from revising the wireframes to creating a complete Content Guideline. Despite this, there’s still a lot to be done. Because of limited time, our team had to work off of assumptions and limited research insights. If we had the opportunity, we would’ve planned out research that’s more focused on content and it’s impact. Thus, our recommendations for hand-off were based on our limitations: