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Portfolio Case Study - JRD Systems

Designing for Independence: Building an Adaptive Learning Experience for Neurodiverse Children

Four product pivots. One unwavering design philosophy. A healthcare-EdTech app built for children the market forgot.

Design LeadMy Role
JRD SystemsCompany
Healthcare / EdTechDomain
ASD - ADHD - SensoryUsers
4 Versions - 1 ProductJourney
Overview

Some products are hard to design because the problem is complex

Others are hard because the constraints are severe, the users are vulnerable, and the cost of getting it wrong is real - not in the abstract sense that UX writers invoke on portfolios, but in the sense that a poorly designed interaction could genuinely distress a child who already finds the world overwhelming.

LevelUp Genie sits firmly in the second category. The product helps neurodiverse children - those living with ASD, ADHD, developmental delays, and sensory sensitivities - learn everyday life skills independently. Brushing teeth. Washing hands. Getting dressed in the morning.

These are tasks most adults perform without a second thought, but for the families we were designing for, they are daily negotiations. A parent who has to physically guide their child through a morning routine every single day is not failing. They are working against a product gap: there is almost nothing in the consumer market designed specifically for this population.

"This case study is about how we built something that could genuinely close that gap - and how we got there through four distinct product directions, each one teaching us something the next version needed."

PredictabilitySensory Safety Emotional RegulationIndependent Learning Accessibility-FirstLow Cognitive Load
My Role

Design Lead - but that title covered more ground than usual

I was not brought in to execute a defined spec. There was no clear product vision when I joined. Everything - including what the product actually was - got shaped through the work.

🧠

Product Thinking

Consistently in the room where feature decisions were made. Pushed back when a proposed direction did not serve the actual user.

🗺️

UX Strategy

Before wireframes, established why this product needed to be designed differently from mainstream children's apps.

Accessibility Advocacy

Accessibility was not a checklist. It was the design philosophy. Defined what sensory-safe interaction design meant in practice.

🤝

Stakeholder Alignment

Navigated four major directional pivots - communicating not just what changed, but why.

⚖️

Feature Prioritization

Shaped which capabilities made it into the final product. Not every idea that appeared in brainstorming belonged in version one.

🎨

Design Direction

Led interaction design, visual system, and design system development across all four product versions.

The Problem

There is a common misconception about designing for children

That it means making something colorful, loud, and full of rewards. For neurodiverse children, that design philosophy is often actively harmful.

Consider what the mainstream "engaging" children's app actually delivers: unpredictable transitions, high-contrast animations, ambient sound effects layered over voice prompts, notifications, blinking elements. For a child with sensory processing differences, this is not engagement - it is overload.

The behavioral science points in a different direction: predictability reduces anxiety; concrete, sequential instructions reduce cognitive load; visual schedules work because they eliminate the uncertainty of "what comes next." Emotional regulation is not a side feature - it is the prerequisite for learning to happen at all.

"None of that was reflected in what existed on the market. The available apps either over-gamified skills or were clinical tools that parents found hard to configure and children found cold and confusing."

Research & Design Principles

Six principles that governed every decision

Before anything was designed, I established the design philosophy that would act as a north star throughout - and a benchmark against which to push back when directions deviated from it.

01

Predictability over novelty

For children with anxiety or sensory sensitivities, surprise is a stressor. Layouts do not shift. Buttons do not move.

02

One task at a time

When multiple instructions compete for attention, comprehension drops and anxiety rises. Every screen holds one instruction, one choice, one step.

03

Concrete over abstract

"Do your best" is an abstraction. "Turn the tap, put soap on your hands, rub for ten seconds" is concrete. The product speaks in the second register.

04

Emotional safety as infrastructure

Before a child can learn a skill, they need to feel safe. The design communicates: you can do this, there is no rush, getting stuck is fine.

05

Accessibility-first, not retrofitted

The primary user's needs defined the design constraints from day one. Accessibility was the starting point, not a finishing step.

06

Separate child and parent experiences

Children should never encounter settings menus or dashboards. The parent and child interfaces are distinct products sharing a data layer.

Product Evolution

Four directions. One better product.

Most portfolio case studies present a clean arc: research, ideation, refinement, shipping. That is not how this one went. Each shift was a deliberate strategic decision - not a failure of vision, but an ongoing negotiation between users, resources, and business needs.

V1
After Effects

Direction One: Animated Demonstrations

The initial concept was intuitive. Children with learning differences often respond well to watching a task demonstrated before attempting it. The natural extension: create animated character buddies who would walk through each step of a daily task while the child watched and followed along.

Early in the project, I identified a critical mismatch between concept and production reality. After Effects animation at the quality level needed requires significant labor per deliverable. When I mapped the animation scope against the available timeline and team capacity, the math did not work. The question was not how to animate more efficiently - it was whether animation was the right production strategy at all.

Character exploration - four buddy candidates developed for this direction
๐Ÿฑ COCO the Cat
Full rig sheet with expressions and poses

COCO the Cat - Full 2D rig sheet with poses and expressions

🐱 COCO the Cat
๐Ÿถ LEO the Dog
Full rig sheet with expressions and pose<p class=LEO the Dog - Full 2D rig sheet with poses and expressions

🐶 LEO the Dog
๐Ÿต Milo the Monkey
Rig sheet with expressions and limbs<p class=Milo the Monkey - 2D rig sheet with expressions and limbs

🐵 Milo the Monkey
๐Ÿฌ Dodo the Dolphin
Rig sheet with expressions and l<p class=Dodo the Dolphin - 2D rig sheet with expressions and limbs

🐬 Dodo the Dolphin
⛔ Direction Closed - Production pipeline not viable for team size and timeline
V2
3D Pipeline

Direction Two: 3D Character Animation

The second proposal moved from 2D After Effects to fully rendered 3D characters. The intent was good: 3D characters can feel warmer, more dimensional. The technical argument was that existing 3D assets could be reused across tasks, reducing per-deliverable production burden. I understood the reasoning. I did not agree with the conclusion.

A complete 3D production pipeline involves character design, modeling, texturing, rigging, animation, lighting, rendering, optimization, and integration - each a distinct discipline. As the renders below show, the output quality was high, but the production cost to reach that quality across dozens of task scenarios was not feasible.

Character DesignModelingTexturingRiggingAnimation LightingRenderingOptimizationIntegration
3D character renders - fully modeled and rigged
LEO in task scene - bathroom environment render

LEO in task scene - bathroom environment render

LEO - standalone character render with rigging

LEO - standalone character render with rigging

⛔ Direction Closed - Pipeline complexity exceeded available resources
V3
AI Video

Direction Three: AI-Generated Video

The third direction changed the production paradigm entirely. Rather than building an animation pipeline, we would use AI-generated video to create demonstrations of daily tasks. The user rationale was strong: AI-generated video can be photorealistic, making task demonstrations more cognitively translatable. The production rationale was even stronger - compressed timelines, rapid iteration.

I was genuinely enthusiastic about this direction. We moved into it fully - by the time of the next strategic review, approximately 80% of the product had been redesigned around this approach. Then business priorities shifted. This was a product strategy decision, not a design failure. The work was not wasted - it taught us exactly what the product needed to do when the video layer was removed.

AI-generated character stills - buddy characters in real-world task scenarios
LEO - AI-generated character still

LEO - AI-generated character still

Milo the Monkey - handwashing task demo (AI-generated)

Milo the Monkey - handwashing task demo (AI-generated)

AI-generated animations - task demonstration videos

AI-animated task demo - movement and character animation

AI-generated video - character interaction scene

AI-generated wave animation - ambient motion study

App screens - Version 3 UI
Home - Daily Tasks Hub

Home - Daily Tasks Hub

Explore - Navigation

Explore - Navigation

Buddy Select - Meet Leo

Buddy Select - Meet Leo

Buddy Profile Detail

Buddy Profile Detail

Storage - Recordings

Storage - Recordings

Delete Confirmation

Delete Confirmation

Success Feedback

Success Feedback

About Me - Profile

About Me - Profile

FAQ

FAQ

Settings Menu

Settings Menu

Change Your Buddy

Change Your Buddy

⚡ 80% Complete - Pivoted - Business strategy shifted; all learning carried forward to V4
V4
Final

Direction Four: The Final Product

The final approved direction is, in some ways, the most restrained - and in other ways, the most sophisticated. Without animated demonstrations as the centerpiece, the product needed to do something harder: guide children through real-world tasks using only voice, visual prompts, and well-designed interaction patterns.

This is where the design principles I had established in the research phase became the entire product. The constraints that Direction Four imposed turned out to be the right constraints.

AI Voice GuidanceQuiet ModeAdaptive Task Sequencing Timed RoutinesSkill TreeParent DashboardOffline Support
✅ Shipped - Final approved direction, currently in development
Version 4 - Final Product

App screens from the approved prototype

The Version 4 prototype shows the streamlined, voice-guided experience. Every screen reflects the six design principles established at the outset.

Interactive V4 prototype - scroll and explore the full app

Key UX Decisions

Every feature has a clinical reason

These were not design preferences. Each decision maps directly to how neurodiverse children process information, regulate emotion, and build independence.

🔊

AI Voice Guidance

Why it matters

The voice layer became the primary instructional channel - calm, concrete, never motivational or urgent. Getting the tone right required decisions about pacing, vocabulary level, and what the voice does not say.

🤐

Quiet Mode

Why it matters

Addresses one of the most common real-world scenarios: a child in a sensory-sensitive state who cannot handle audio input. This is not a reduced-capability mode - it is an equivalent experience designed for a different sensory context.

1️⃣

One Task Per Screen, Always

Why it matters

There is always a stakeholder argument for adding "just one more thing." I held this line throughout. Every addition was evaluated against a simple question: does this add cognitive load for the child? If yes or maybe, it did not ship.

🔄

Adaptive Task Sequencing

Why it matters

Children do not progress linearly. The task analysis engine tracks performance across sessions and adjusts - breaking tasks into smaller sub-steps when struggling, compressing when performing confidently.

🌱

Progressive Skill Unlocking

Why it matters

Designed to create forward momentum without performative reward loops. Skills unlock as children demonstrate readiness - defined by consistent performance over time.

⏱️

Timed Routines

Why it matters

Early timer versions used a countdown that created tension. The final version uses a filling progress indicator - communicating completion rather than depletion. A subtle but meaningful distinction.

📊

Parent Dashboard

Why it matters

Surfaces patterns rather than events. Parents are partners in this product, not auditors. The dashboard supports their relationship with their child's learning.

📶

Offline Functionality

Why it matters

A loading screen or offline error at a critical moment in a routine could derail the entire session. Offline support was a reliability requirement. All core child-facing features function fully offline.

Accessibility Thinking

A first-principles exercise, not a compliance task

The users this product serves do not fit neatly into the disability categories that most accessibility frameworks address. Their needs are real, variable, and often invisible to systems designed for a neurotypical baseline.

👁️

Sensory Safety

More than low contrast and reduced motion. Every possible way the product could unexpectedly escalate sensory input needed to be identified and controlled.

🧩

Cognitive Accessibility

Plain language throughout, but also visual hierarchy as a cognitive aid. When a screen has a hierarchy, it tells the user where to look first.

💛

Emotional Accessibility

A category that does not appear in most accessibility frameworks. Designed for the worst moment, not the average one.

🤲

Motor Accessibility

Touch targets are generous. Interactions are single-step wherever possible. No gestures, no swipes, no interactions that require precision motor control.

Design System

Calm clarity as a visual principle

Color

Muted, consistent palette. Saturated colors avoided because of their association with sensory stimulation in neurodiverse users.

Aa

Typography

Large, spaced, age-appropriate. Avoided decorative typefaces common in children's apps because they reduce legibility without adding warmth.

🌊

Motion

All motion is slow, purposeful, and non-interruptive. Defaults to reduced motion settings when the device indicates that preference.

◻️

Spacing

Generous padding throughout. Screens never feel crowded. Visual breathing room communicates safety.

Lessons Learned

What four pivots taught me

  • 🏗️

    Production reality is a design constraint

    The first two product directions taught me to evaluate any design concept against the production system required to support it. A great idea that requires a pipeline you do not have is not a great idea - it is a liability. That evaluation belongs in the design process, not downstream of it.

  • 🧭

    Strategic change is not creative failure

    Pivoting out of Direction Three - abandoning 80% complete work - was one of the harder moments of the project. It required me to separate my investment in a direction I believed in from my responsibility to make the right call for the product. The work was not wasted. It was research that happened to produce deliverables.

  • Constraints can improve product quality

    Removing the video layer forced us to solve the underlying problem more rigorously. Without a demonstration to lean on, we had to think harder about how voice guidance, visual prompts, and interaction design could together communicate what the video had communicated alone.

  • 📝

    Design advocacy requires documentation

    Across four directions, I maintained consistent documentation of why each principle mattered - not as a portfolio artifact, but as a working tool. When a direction was proposed that conflicted with established principles, I had a documented foundation to work from.

  • 🙏

    Designing for vulnerability requires epistemic humility

    I brought research, clinical literature, and as much direct exposure to the user population as the project allowed - but I tried to hold my design decisions lightly enough to revise them when new information arrived. That humility is what made the design better over time.

Reflection

The principles did the real work all along

Looking back at this project, what stays with me is the distance between the first concept and the final product - and how much the distance taught me. Direction Three was the closest we came to a product I was fully confident in. The pivot away from it was genuinely difficult. But it clarified something important: the principles driving that design survived the removal of the video layer intact. The video was a medium, not the message.

Direction Four is the product I am most proud of - not because it is the most sophisticated in terms of production, but because it does something hard: it guides vulnerable users through real-world challenges using only good design decisions.

Future Improvements

Where this product could go next

🏥

Clinician Tools

A configuration layer for occupational therapists to customize task sequences based on clinical knowledge of specific children.

📚

Expanded Task Library

Social scripts, school transitions, emotional vocabulary building, and community navigation.

👫

Peer Integration

Some neurodiverse children respond better to seeing peers model behavior. A peer-demonstration layer, handled carefully for consent and privacy.

🔬

Research Partnership

Behavioral data this product generates represents a meaningful contribution to assistive technology research with appropriate consent frameworks.

🌍

Localization

The principles are not culturally specific, but the content and voice guidance need to be.

Conclusion

This project taught me what it means to lead design when the product itself is still being discovered

Most design work happens within a defined product boundary. This project did not have that structure. Over four directions, I was simultaneously doing design work and product strategy work - evaluating not just how to design something, but whether the direction we were heading was the right one.

Design leadership is not about having better ideas than the people around you. It is about building a framework that helps the whole team make better decisions. The principles I established in the early research phase outlasted every version of the product design. They were the constant.

Most importantly, this project reinforced why the users you are designing for matter as much as the product you are designing. The children who will use this product are kids who struggle with things most people never think about, and their families are working hard every day to support them.