Tic\Talk
A small playful, attrative and interactive device that responds to the needs for children with Autism Spectrum Disorder (ASD).
Human-Center Design Methods
User Research
Conceptual Design
Rapid Prototyping
AUSENS Design Method
Storyboarding
Tools and Software
Arduino Programming
Autodesk Fusion 3D Modeling
3D Printer
Duration
4 weeks: February 2024
My Role and Responsibilities
As the Interaction Designer for this individual project, my responsibilities included conducting user research, generating ideas, creating prototypes, programming interactions, developing 3D models, completing 3D printing, and assembling the final product using various human-centered design methods.
Overview
This project was completed as part of Cornell University’s DEA 5210 Interaction Design Studio. Tic\Talk is designed for children with autism and auditory hyposensitivity, which can lead to difficulty in focusing attention on auditory stimuli and, thus, surrounding conversation. The device consists of complex and tactile patterns that draw the interest of the child, with a geometrically “camouflaged” disk along the perimeter, which rotates and creates new geometries upon the capture of an auditory stimulus above a threshold. Thus, it utilizes elements of surprise, which allows the child to discover and observe sound inputs from around her/him, finding excitement in discovering, focusing on, and learning new auditory sources and associated volume outputs.
Highlights & Innovations
Interactive Auditory Engagement:
Tic\Talk features a rotating disk that responds to auditory stimuli, utilizing elements of surprise to engage children. This design encourages exploration and interaction with sounds in their environment to foster a sense of discovery.
Multisensory Feedback:
The device incorporates visual (LED lights) and tactile feedback (moving parts) to appeal to and engage children. This multimodal approach enhances sensory integration and helps children better process auditory cues.
AUSENS Design Method:
With the conceptual design complete, I used AUSENS method and tools to further refine the prototype. This method allows for the refinement of haptic elements, ensuring they are suitable for children with varying motor skills and sensory thresholds.
Haptic Design Principles:
By integrating haptic design, Tic\Talk provides robust and adaptable tactile feedback. This includes optimizing the shape and texture for easy handling and ensuring that interactive elements are accessible from all angles.
Rapid Prototyping and Iteration:
This project uses rapid prototyping techniques, such as 3D modeling and Arduino programming, to facilitate quick iterations and refinements for more responsive design adjustments upon user feedback.
Comprehensive Evaluation:
The project emphasizes detailed evaluation through storyboarding and interactive modules to ensure that all design elements align with the intended user experience and effectiveness.
User-Centered Design:
The project employs a thorough user-centered design approach, focusing specifically on the needs of children with Autism Spectrum Disorder (ASD) who experience auditory hyposensitivity. This ensures that the device effectively addresses their unique challenges.
Design Challenge
To develop an interactive, physical device at a small physical scale that responds to the needs of children with Autism Spectrum Disorder (ASD), taking into account their sensorial characteristics. Pick one ASD profile: Hyposensitive or Hypersensitive.
User Research
Autism spectrum disorder, or ASD, is a neurological and developmental condition that begins in childhood and lasts a lifetime. It affects the way people interact with others, communicate, learn, and behave.
Source: https://cornell.box.com/s/813m860uyy99hvntf71q0a44gzy8m2gy
Background
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Amy is a kindergartener who loves drawing and playing with puzzels.
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She has been diagnosed with autism and experiences auditory hyposensitivity, making it difficult for her to pick up verbal cues and focus on social interactions.
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Amy attends a mainstream kindergarten where she is supported by a special education teacher.
Challenges
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Difficulty hearing verbal instructions from her teacher.
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Struggles to follow conversations with classmates during group activities.
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Finds it challenging to stay engaged in social interactions and often misses out on important cues.
Goals
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Improve her ability to discover and engage with auditory stimuli, such as teacher instructions and classmates' conversations.
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Enhance her interaction with her surroundings in an enjoyable, educational, and self-driven way.
Desires
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Tools and technologies that can help amplify or clarify verbal instructions and social interactions.
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Activities and applications that integrate auditory and visual cues to keep her engaged.
Obstacles
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A supportive and inclusive learning environment that accommodates her auditory hyposensitivity.
Persona
Arnold
Age
45
Occupation
Astronaut
Location
Los Angeles
Persona
Amy
Age
6
Grade
Kindergarten
Persona: Amy
Age: 6
Grade: Kindergarten
Conceptual Design
The Audio Engagement Box helps Amy engage with auditory stimuli through visual and tactile feedback, aiding her focus on sounds like her teacher's instructions or classmates' conversations.
Components:
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Rectangle Box: Features a hole for the sound sensor and an LED light.
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LED Light:
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Listening Mode: Blue light simulates soothing breathing.
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Recording Mode: Changes to green when recording sound.
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Sound Sensor: Detects audio signals from the environment.
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Recording Mechanism: Records detected sound for 5 seconds.
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Motor and Disk:
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Motor Activation: Moves in response to the sound signal's strength.
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Blue Disk: Moves in and out to simulate talking.
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Grove Box:
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Integration: Houses the audio sensor and electronic components.
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Functionality:
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Idle State: LED light breathes blue, indicating readiness to detect sounds.
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Sound Detection: LED turns green and records sound for 5 seconds.
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Motor Activation: The motor moves the disk according to sound rhythm, providing visual and tactile feedback.
Sensory Hyposensitivity
Very intense stimuli are needed to be perceived.
Sensory Hypersensitivity
Intense stimuli are difficult to process and can become uncomfortable.
My Design Focus
HYPOSENSITIVITY
They like lights, they admire toys with moving parts, objects that shine or are very flashy (such as car wheels).
They like toys that emit sounds; they
generate very loud noises (they hit objects, close doors, clap their hands...).
Examples of :
HAPTIC DESIGN PRINCIPLES
Principles | Heuristic | Recommendation | Design Refinement |
---|---|---|---|
Biomechanical
adaptation | The tactile elements
of the product must
be adapted to motor
difficulties. | Haptic elements should allow fine motor skills (pressing, pinching,
sliding, holding down, etc.) and thick (holding, crawling, etc.); and
should be adjusted to different body areas (fingers, hand, and arm)
to adapt to the biomechanical (pressure) capacity of the user. | Product shape and texture are redesigned to be more stable to hold, press and pinch. |
Tactile actionreaction mapping
| Action/reaction sensors should be distributed equally to create
sensitivity on the entire surface of the product interface. | Lights opening are changed to be distributed across all 360 degrees, not just one side of the box. | |
Multimodality
(visual-tactile) | Tactile and visual
information must be
compatible with
respect to time and
type of information. | Time lags between visual and haptic information loops should be
avoided.
The change from a visual stimulus to a tactile stimulus implies a
greater cognitive load than the change from a tactile stimulus to a
visual one. | Optimized Arduino code. |
Usability | Sensitivity | Interface components must be robust and capable of withstanding
a wide pressure range (N or Nm) to accommodate the
hyposensitive (impact resistant) or hypersensitive (caress detection
capability) threshold. | Redesigned the shape of the product to be easy for grab and accessible from 360 angles. |
Temporality | Tactile stimulus
processing time is
longer in users with
autism
| Adequate feedback on the interface (type, amount of information,
and sufficiency in action-reaction time) minimizes human error and
its impacts (frustration and stress). To ensure that individual skin
signals are perceived by receptors, stimuli must be separated by at
least 5.5 ms | Adjusted motor movement and added design and texture to the blue disc. |
Detailed Design & Prototyping
The following new design was completed based on further refinements using Haptic Design Principles and Interactive Modules.
Storyboard
At the final stage of my design I used this refined storyboard to reflect on the product's form, values and qualities.
Final Product
Video Presentation.
Design and Evaluate Product with:
INTERACTIVE MODULES
01
Select the tactile components that are more relevant to your design.
02
Follow the design guidelines for the sensorial profile you chose.
03
Make a selection of materials.