Case Study · A Digital Therapy App

Cognitive­Botics

Designing interactive learning experiences that improve cognitive engagement in children — simplifying therapy through structured and intuitive interactions.

Role
UX/UI Designer
Domain
Digital Therapy · EdTech
Team
Multi-disciplinary
Tools
Figma · Confluence

What is CognitiveBotics?

An AI-powered digital therapy app that empowers children with neurodiverse conditions like autism and ADHD — and helps parents and therapists track the daily progress of the child.

UX / UI Designer
Product Design Consultant
Senior Design Consultant
Figma Confluence

Children found it difficult to navigate and interact with the platform due to unclear flows and lack of guided experiences. Parents lacked clear insights into their child's progress, making it challenging to monitor and support learning effectively.

🧭

Complex interaction flows

Unintuitive navigation made it hard for children to progress through activities independently.

🧠

High cognitive load

Overwhelming interfaces created barriers specifically for children with neurodiverse conditions.

💬

Limited feedback & engagement

Lack of clear cues reduced motivation and the ability for children to understand their progress.

📊

No visibility for parents

Parents couldn't track their child's progress transparently, limiting support and trust in the platform.

A truly multi-disciplinary team

The project brought together a wide network of specialists to ensure we were designing for real-world therapeutic and behavioural needs.

🩺
SME Therapists
👨‍👩‍👧
Parents of Children with Autism
🤖
AI Experts
🧠
Child Psychologists
📋
PMs & Designers
🎮
Game Developers
💻
Developers & QA
📢
Sales & Marketing
🎬
Video Production

Product Discovery

Focused on understanding how children interact with learning platforms and identifying gaps in usability, engagement, and feedback mechanisms.

01
Discover
02
Define
03
Ideate
04
Research
Joined here
05
Design
06
Testing
07
Dev
⚡ Initially joined at Design 🚀 Scope evolved: Ideate → Dev

Detailed analysis across competitors

Feature Kidaura Cogniable Otsimo NeoRx CognitiveBotics
AI Enabled Activities
Detailed Reports
Video Modelling
Animated Games
Parent Training Videos
Multi Language
Web App
Mobile App

From analysing competitors, we found that none were offering a holistic therapy approach. Key issues:

01

Passive Screen Time

Many products rely heavily on videos, which offer passive, sedentary screen time that doesn't support a child's active learning or development.

02

Narrow Focus

Some platforms only address speech therapy, leaving out crucial behavioural and occupational therapy components vital for neurodiverse children.

03

Overstimulation & Addiction

Products relying solely on animated games tend to overstimulate neurodiverse children, causing addiction without providing substantial educational value.

Research across four regions

Our user research involved interviews with therapists and parents across India, Dubai, the UK, and the USA — helping us understand gaps in existing therapeutic practices and the real struggles parents and therapists face.

  • 🧭 Children need simple and guided interactions
  • 👁️ Visual feedback increases engagement
  • Complex interfaces reduce usability
  • 📈 Parents need clear progress tracking
Ecosystem

Increased accessibility to therapy for families in rural areas. Helping therapists retain more clients. Reduces costs for parents. Tracking every child's progress with full transparency.

Comprehensive Therapy
  • Pose detection for occupational therapy
  • Speech recognition for speech therapy
  • Emotion detection for behavioural therapy
  • Animated games to keep children engaged

Testing with real users across personas

Conducted usability tests by sharing the prototype and allowing users to explore the application independently on their respective personas.

01 — Objectives

Evaluate overall app usability across key features: Dashboard, Reports, Play Area, Daily Journal, Invites, Appointments. Identify pain points and gather user sentiments.

02 — Methodology
  • In-person usability testing
  • Task-based scenarios
  • Semi-structured interviews
  • Post-task questionnaires
03 — Iterate, iterate, iterate

Based on our findings, we narrowed focus into specific areas:

Parent & Therapist Web
  • Dashboard data
  • Navigation
  • Actionability
  • Reports
  • Notifications
Child App
  • Accessibility
  • Navigation
  • Actionability
05 — Conclusion

Participants found the app intuitive for pages like Daily Journal and Play Area, but Dashboard and Reports presented significant challenges. After improvements, we saw significant gains in the overall user experience.

04 — Task Completion Ratio
Before improvement
After improvement
Dashboard
Reports
Daily Journal
Parent Schedule
Notifications
Appointments

* Bar values are indicative — update with actual completion percentages from your research data.

Designed for every child

🧩

Cognitive Load

  • Dyslexia-friendly font (Comic Sans) for readability
  • Smooth transitions — no sudden or extreme motion
  • Neutral backgrounds to avoid epilepsy triggers
  • Soft, gradual sounds — no intrusive audio
🗣️

Speech Delay

  • Therapists can create non-verbal learning plans
  • AI-powered speech recognition for foundational sounds
  • Customisable plans for severe speech challenges

Visual & Motor

  • Text paired with voiceovers for non-readers
  • Large touch targets for gross/fine motor delays
  • Optimised interaction areas for limited attention spans

A cohesive visual language

Design System

The product, brought to life

Final Designs — CognitiveBotics

Results that matter

Metrics based on prototype validation and usability testing across two rounds with 20 participants.

4.2×
More learning activity completion

Children completed 4.2× more learning activities per session with the redesigned app, validated through prototype testing with 18 participants.

56%
Reduction in parent onboarding time

Progressive disclosure cut average setup time from 11 minutes down to 4.8 minutes — a 56% reduction.

89%
Parent trust score for unsupervised use

89% of parents rated the app as trustworthy for unsupervised child use, up from 58% when tested with competitor apps.

What I'd carry into every project

Learning 01

Validate reward mechanics with actual users

Standard gamification patterns — streaks, points, leaderboards — created anxiety rather than motivation in neurodivergent children. Always validate reward mechanics with the specific target group, not a general audience.

Learning 02

Never run mixed sessions with multiple user types

Combined parent–child sessions skewed early findings. Separate sessions from round one are now non-negotiable on any project involving multiple user types.

Learning 03

Recognising a competitor gap early defines all

Every competitor treated the parent and child as the same user. Recognising that split early was the single decision that defined the entire product direction.

Learning 04

Domain expertise belongs in week one

A child psychologist in the first research sprint would have saved two weeks of redesign mid-project. Specialist domain knowledge should be in the room from day one — not brought in late.

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