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Kensho

The Project focuses on identifying the pain points of the children with ADS- Autism Spectrum Disorder. It also covers children with multiple body disabilities, medium & low IQ level, intellectually challenged, deaf & mute, to achieve primary education- Number counting & Money concept to survive & sustain in the social environment.
Duration: 2 weeks (Design for Special Need)
Tools: Ps, Ai, Rhino 6, Keyshot 9,
Team of 3 Member: Rakesh Roshan, Ravi Sagoo & Nitish Raj
Project
Overview
Context
This is a classroom project done at NID. The entire project was done during the Covid-19 pandemic with remote instruction from faculty guide- Gayatri Mennon. As a group of three,
we got an opportunity to test and validate the outcome at an NGO- "Prabhat Foundation."
Problem
To survive & sustain in a social environment, children with ASD- Autism Spectrum Disorder have trouble developing their social skills. For them, Education is to learn the Counting & Money concept, which is a must. In order to enhance the above two experiences, we found
out a solution & gamified it.
  • Literature Review
  • Competitive Analysis
  • Interview (Remote and Physical)
  • Microsoft Inclusive Design Toolkit
  • Prototyping
  • On-site usability Testing (At Prabhat Foundation)
  • Quant and Qual Data Analysis
Methods
  • Adobe Photoshop
  • Adobe Illustrator
  • Figma
  • Rhino 7.0
  • Keyshot
  • Miro Board
Tools
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How might we bridge the gap between the Education &
the social life of children with ASD
to enhance their learning
ability & make them understand money concepts to sustain life?
Process
Understood that what has been done and not in this area through literature review and competitive analysis of solutions available in the market, & also focusing on the current effort taken by NGO- Prabhat Foundation & others.
1. Secondary Research
Developed a kit based on the interview results, tested & evaluated the usage feedback in play by play pattern.
3. Prototyping
Got in-depth insights from children with ASD-Autism Spectrum Syndrome & their parents about their experiences, challenges, and needs.
2. User Interview
Evaluated the Kit in the real environment(Prabhat Foundation) and conducted a small workshop to help the NGO people to learn how to develop the same Kit at home using basic material.(keeping in view of Pandemic)
4. Usability Testing
  • Evaluate if the user (children, parents & teachers) can enjoy the Kit and appreciate it independently for ease of use.
  • Validate if the Kit is easy to use, especially switching between Kit 1 to Kit2 or Kit 3, vice-versa, without loss of concentration.
  • Evaluate the effectiveness of the Kit to motivate users to play & learn more often by themselves.
Goals
Generative Research
  • Understand the previous experiences, motivation, concentration, and accessibility challenges of the children and teachers assisting them.
  • Report on their stories about accessibility challenges and suggestions for future improvements that could increase the usage pattern and learning capabilities.
  • Getting the insights into the product required to support their experience.
Evaluative Research
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At Prabhat Foundation
Observation 
  • Sign Language
  • Sound
  • Appreciation 
  • Hand Movement
  • Sitting Orientation
Problems faced
  • Clutter creates distraction
  • Aesthetic in terms of concentration/ hierarchy
  • Creates confusion in different shapes, color
  • Different Orientation creates hustle
  • Too many colors create confusion
  • Appreciation and gifts are much important.
understand & analysis 
the research
Design Consideration
Sketching
Prototyping  in process
Prototype Kit
User testing
Usability & Critical Feedback

. . . . . .

.

User Interface
Personas
We designed three personas, based on interview results who can get the most benefits from
the Product- 'Kensho'.
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Yousuf Alam
IQ level: Mid, Mute
Yousuf is the only son of their parents, his parents want his child to at least have basic knowledge of counting and money transactions so that
he can sustain in the future
and earn his livelihood since
his NGO teachers say he is a good student and learns
quite fast.
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Gita Shah
Multi Disability, Deaf
Gita has been suffering from multiple body disabilities and likes to play with crumbled plastic bags. She likes to
bargain for everything that she eats & shares things. she likes
to know the value or the cost
of things. She would love to
learn digits through the transaction of products.
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Shubham Patel
Intellectualy Disable, Blind
Shubham has been blind
since birth and has a basic understanding of digits from
0-9. He loves to explore new games if it has some physical activity-(by touch & feel) in it
like spinning, throwing, cards, plastic keyrings etc. these attributes create eagerness 
to learn further more.
Key
Insights
Interview
People with ASD enjoy learning and love playing with things, but they get frustrated and disappointed when they cannot concentrate or pay attention due to different (Mid or Low) IQ levels.​However, 43% of them could not learn number counting & money concept due to poor eye contact & difficulty in following & switching from one task to another.
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I enjoy learning numbers, but find the experience to be limited, unsatisfying & boring.
Usability Testing
Participants showed high satisfaction and are motivated to use the Kit. The ability to explore independently and be curious, less cognitive load to try out counting & money transaction again & again is a huge benefit. Now the user is able to keep track, pay attention & concentrate while learning as compared to before.
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It's fun because I never experienced something like this & never had this type of accessibility. It gives me a real type of transaction experience.  So that's why I think it's great & amazing
My
Learning
  • A good sampling strategy is very important for the success of qualitative research output.
  • I should have recorded all the interviews, I won't know which quote or what information is needed at the end of the research.
  • Each User is Different.
  • Usability testing will not go as planned, so I had planned for 3 rounds by dividing users at diff. timings.

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© 2020 Nitish Raj · No part of this website should be published elsewhere without the consent of the author

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