Neurobuddy
Case Study
My Role: UX, UI Designer, Researcher
Timeline: Jan 2024 -Feb 2024
Overview
Task: Redesign the popular Bingo game into a smartphone application with a unique interpretation allowing users to play within the original Bingo game structure. The timeline for this project allowed about five to six weeks of work to conduct research, create lo-fi and high- fi wireframes, produce a high-fidelity prototype, and a static mockup highlighting the application.
Main Objective: Create a modern, inventive solution to the popular Bingo game by using user research skills, creating multiple levels of wireframes and prototypes, and utilizing user interaction skills to build a cohesive brand for the app.
The Challenge
As a neurodivergent student, I have been exposed to many different learning styles of my peers and approaches to coordinating their often busy schedules.
From this experience, I recognized a distinct need for an app catered towards neurodivergent individuals that rewarded the completion of tedious life tasks
with a focus on improving current executive function skills.
Process
Step 1: Research & User Needs
Before adopting any features, I wanted to get an established background in executive function skills that a wide range of neurodiverse people find especially challenging.
Executive function is defined as "mental processes needed when you have to concentrate and pay attention... these skills are essential for mental and physical health; success in school and life; and cognitive, social, and psychological development" (National Library of Medicine).
From this research, I prepared seven primary focus areas that users could choose to improve their current skills:​
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Emotional, Physical, Interpersonal, Academic, Management Strategies, Understanding Neurodivergence, Organization
Step 2: Brainstorming
My next step was managing the user task flow, information architecture, and lo-fi wireframes of the application. I workshopped different systems but chose the current layouts to provide more clarity for potential users with a spectrum of knowledge on their executive function capabilities.
User Task Flow
Lo-fi Wireframes
Step 3: Design System
Throughout designing, I incorporated visual elements and a color palette that portrayed a calm ambiance to encourage an engaging experience but made sure not to overwhelm users. Additionally, I developed the logo by harnessing playful but clear visual imagery and icons that would emphasize you have a "buddy" alongside you on your journey to work on monotonous daily tasks.
Step 4: Final Product
Following the required structure for this project, I initiated a task flow that lets the user pick a specific focus they would like to improve on in their current skillset. Then users can complete related tasks to improve on a category, win rewards from completing tasks, and then earn prizes to encourage more implementation of the game.
Takeaways
Reflecting on this project, I gained a large amount of valuable insight into not only the design process and branding methods but also the significance of integrating user experience and accessibility practices carefully into any product development efforts I may encounter.
Throughout the project, I constantly had to consider questions like "Is this button intuitive to a wide range of users?", "What color palettes can represent my branding system well but also be accessible?", "How can this task flow be more beneficial to the user?" Considering these important aspects broadened my knowledge that UX is about creating a meaningful journey that allows humans to seamlessly use a product that furthers their wants, needs, and goals.