ACÚSTIX

ACÚSTIX

ACÚSTIX

Acústix

Acústix

Acústix

Gamified app with the potential to transform hearing rehabilitation for adolescents with cochlear implants, improving access, participation and outcomes.

Gamified app with the potential to transform hearing rehabilitation for adolescents with cochlear implants, improving access, participation and outcomes.

Gamified app with the potential to transform hearing rehabilitation for adolescents with cochlear implants, improving access, participation and outcomes.

Project type


Category


Role


Duration


Tools

Project type


Category


Role


Duration


Tools

Project type


Category


Role


Duration


Tools

Multiplatform App


Gamified Healhtcare


Designer, Researcher


6 Weeks


Figma, Photoshop

Multiplatform App


Gamified Healhtcare


Designer, Researcher


6 Weeks


Figma, Photoshop

Multiplatform App


Gamified Healhtcare


Designer, Researcher


6 Weeks


Figma, Photoshop

Problem statement

Existing solutions for adolescents with cochlear implants are limited, failing to address the unique needs of this demographic. Currently the lack of access to suitable tools make their rehabilitation challenging and not as effective as it could be to facilitate their auditory development.

The Goal

The goal of this project is to create a tailored software that covers the auditory rehabilitation needs of adolescents with cochlear implants. It aims to provide a comprehensive and interactive platform that offers attractive and effective rehabilitation resources contributing to improved auditory outcomes and an enhanced quality of life.

Scenario
The big picture

The project started when my sister, from now on the product owner, was wrapping up her logopedic degree. As graduation was approaching, she spotted this perfect opportunity to add a tech dimension to her final project.

 

With her expertise, the research and the creation of her own resources for this specific audience, I set out to provide my design skills to create a concept app. 

Main concerns
Room for improvement

The absence of a specific platform raises questions about the possibilities that could have been explored, the progress that could have been made and the autonomy that could have been achieved. In this context, a fundamental question arises: how much potential remains untapped in the absence of a transformative tool?

Missed personalization opportunities

Logopedic professionals might be concerned that they won't be able to tailor activities to address individual needs, potentially leading to slower progress or less effective outcomes for their patients.

Difficult progress tracking

Accurately monitoring patients' advancements might help the lack of data and insights. This can guide their treatment decisions and help them adjust rehabilitation plans for optimal results.

Limited home practice support

Missing out on the advantages of today's technology and the expertise of the specific demographic would be a significant setback. The opportunity for patients to continue their exercises beyond in-person sessions would be limited, potentially disrupting the consistency and effectiveness of their rehabilitation routine.

Limited motivation & engagement

Complementing the in-person resources with interactive and gamified elements would provide a dynamic and appealing way for patients to approach their rehabilitation exercises. This would prevent potential dips in their commitment to the rehabilitation process and ultimately impacting the positive outcomes they could achieve.

Inspiration
What works out there?

​Renowned apps have harnessed the power of gamified learning to cater to user needs. One, if not the most well known is Duolingo, which successfully turned education into entertainment, and routine into riveting experiences.

 

By drawing inspiration from these, the vision emerges for a platform that harnesses the gamified approach to drive engagement, motivation, and lasting progress within the realm of auditory rehabilitation.

Scope & Concept
Prioritazing

Considering the limited time available for this project and the underlying need for it, the discussion revolved around establishing the essential requirements to deliver a concept that would represent the potential for a real development.

The product owner presented some ideas that were not feasible from a development point of view, as well as not really aligning with the goal of the concept, so the decision was to focus on creating at least one game from each of the existing categories and wrap it up by desigining a clean mobile app experience that would connect them all.

Wireframes & Flow diagram
Blueprints and pathways

I formed some initial mental wireframes during a first meeting with the product owner in which I was explained each of the practice/games resources and their importance in the progress for the teenagers.

After a couple more meetings reviewing several draft sketches with a general flow diagram, we defined and prioritised a set of requirements and some nice-to-have ideas that would depend on the progress of the design.

UI Design - Style guide
A small design system

The guidelines in this area for this project were to maintain a clean, minimalist style that would not take the focus away from what was really important, to thoroughly carry out the practice exercises.

Due to time constraints, ideas from the wireframes were implemented directly into high-fidelity designs that were improved by iterating a suitable look & feel, a style guide and a series of components and elements that facilitate and accelerate the process.

Colour definitions

Font definitions & sizes

Buttons

Text fields

Tags

Tab bar

130

130

130

Screens designed to conform a working prototype

+20

Components facilitating iterations and consistency 

+50

Variants providing

interactive functionality 

5

Games to understand the potential of the project

Prototype
Time to test it!

With many of the high fidelity designs finished, I began connecting them, allowing the interaction with many of the features and thus creating a clickable prototype.

Below you can interact with the full Figma prototype.Guide: Press R to restart the flow. Blue squares represent interactive areas in the design (click, drag, hover).

Gamified strategies
Give them fun!

Integrating gamified strategies into this type of health related applications enhances the effectiveness of the traditional approach.  Users are more likely to be encouraged to practice on their own, exponentially decreasing the recovery or practice time when combining the presential sessions and an interactive and engaging format.

As this project has focused on the presentation of an app concept, the major work to be done would be to fully design the whole set of games and integrate them into a similar experience plus adding functionalities such as peer connections and ranking, goal planning and progress profile.

Other platforms
Aim to broadem up through technology

Based not only in the general usage data, but also in the target audience for this project, I followed the mobile-first design strategy to complete the concept app.​

One of the first ideas was to make it available in multiple formats making it a multi-platform tool that could be used indisticntively in any place and moment by the users through any type of device. This would be another future step in the potential project, to make the design usable and accesible in any device.

Personal perspective
My take on the project

Working on Acustix has been a really rewarding project at this point of my design journey. It has given me a good perspective on what a real opportunity on how it could be a real opportunity in my working life and, at the same time, combine two important aspects that matter to me: conscious design and the opportunity to have a positive impact. 

Looking ahead, I see enormous potential for Acústix, it is exciting to think about the possibilities of fully developing the app. Integrating more games, fostering peer connections, setting goals, and tracking progress are all steps that could further enhance the app's impact.