Illuminable Tangram
As part of th community-based learning course, we collaborated with the Kunshan Aijia Children Development Center to design an interactive Tangram game aimed at facilitating social interactions among children with Autism Spectrum Disorder. This project leverages sensory engagement and collaborative play to enhance communication and social skills.
As part of th community-based learning course, we collaborated with the Kunshan Aijia Children Development Center to design an interactive Tangram game aimed at facilitating social interactions among children with Autism Spectrum Disorder. This project leverages sensory engagement and collaborative play to enhance communication and social skills.



Duration
4 weeks (Oct 2022)
Project Type
Class Team Project
Instructor
Dr. Xin Tong, Hong Kong University of Science and Technology
Contribution
Designed the game
Researcher and Interviewer
Challenge
"They want to play with other kids, but they don't know how."
Autism Spectrum Disorder (ASD) is a developmental condition characterized by challenges in communication, cognition, and social interaction (Chen, 2012). Among these, social barriers are the primary contributors to language and cognitive difficulties in children with ASD (Williams White et al., 2006).
"They want to play with other kids, but they don't know how."
Autism Spectrum Disorder (ASD) is a developmental condition characterized by challenges in communication, cognition, and social interaction (Chen, 2012). Among these, social barriers are the primary contributors to language and cognitive difficulties in children with ASD (Williams White et al., 2006).
"They want to play with other kids, but they don't know how."
Autism Spectrum Disorder (ASD) is a developmental condition characterized by challenges in communication, cognition, and social interaction (Chen, 2012). Among these, social barriers are the primary contributors to language and cognitive difficulties in children with ASD (Williams White et al., 2006).
What did I learn?
I deepened my expertise in electronic components and hardware design, while enhancing my understanding of user experience design and research. Also, this project sharpened my qualitative research abilities through semi-structured and unstructured interviews and iterative design processes involving three rounds of refinement.
Knowing Content
How I got the idea to do this project in the first place ?
How I got the idea to do this project in the first place ?
How I got the idea to do this project in the first place ?
This project was developed as part of a course that adopts a community-based learning approach to foster civic engagement and collaboration among students. Community-Based Learning emphasizes active participation in addressing community needs while reflecting on those experiences to deepen understanding, broaden perspectives, and enhance problem-solving skills.
As part of this course, we collaborated with the Kunshan Aijia Children Development Center, an education program for children with Autism Spectrum Disorder (ASD) and other developmental disabilities. The center provides tailored interventions and activities to help children develop cognitive, communication, and social skills.
DIY Empowerment: Showcasing a process that enables individuals with upper limb disabilities to design and build their own gaming controllers using open-source tools, fostering independence and inclusivity.
Case Study Contribution: Development and iterative refinement of an accessible game controller prototype, incorporating direct feedback from disabled participants.
Methodological Contribution: A comparative analysis of Reflexive Thematic Analysis and Dialogic/Performance Analysis provides new insights into their application in HCI research, particularly for designing accessible technologies.
DIY Empowerment: Showcasing a process that enables individuals with upper limb disabilities to design and build their own gaming controllers using open-source tools, fostering independence and inclusivity.
Case Study Contribution: Development and iterative refinement of an accessible game controller prototype, incorporating direct feedback from disabled participants.
Methodological Contribution: A comparative analysis of Reflexive Thematic Analysis and Dialogic/Performance Analysis provides new insights into their application in HCI research, particularly for designing accessible technologies.
Design Process
After observing children with autism in class several times, we conducted semi-structured interviews with teachers. After this we carried out the design and brought our design back to the teachers for feedback once it was completed. This process was repeated to iterate on the design.
DIY Empowerment: Showcasing a process that enables individuals with upper limb disabilities to design and build their own gaming controllers using open-source tools, fostering independence and inclusivity.
Case Study Contribution: Development and iterative refinement of an accessible game controller prototype, incorporating direct feedback from disabled participants.
Methodological Contribution: A comparative analysis of Reflexive Thematic Analysis and Dialogic/Performance Analysis provides new insights into their application in HCI research, particularly for designing accessible technologies.
DIY Empowerment: Showcasing a process that enables individuals with upper limb disabilities to design and build their own gaming controllers using open-source tools, fostering independence and inclusivity.
Case Study Contribution: Development and iterative refinement of an accessible game controller prototype, incorporating direct feedback from disabled participants.
Methodological Contribution: A comparative analysis of Reflexive Thematic Analysis and Dialogic/Performance Analysis provides new insights into their application in HCI research, particularly for designing accessible technologies.



Prototype Design
The Illuminable Tangram is a large-scale, foam-based puzzle featuring seven vibrant, lightweight pieces.
DIY Empowerment: Showcasing a process that enables individuals with upper limb disabilities to design and build their own gaming controllers using open-source tools, fostering independence and inclusivity.
Case Study Contribution: Development and iterative refinement of an accessible game controller prototype, incorporating direct feedback from disabled participants.
Methodological Contribution: A comparative analysis of Reflexive Thematic Analysis and Dialogic/Performance Analysis provides new insights into their application in HCI research, particularly for designing accessible technologies.
DIY Empowerment: Showcasing a process that enables individuals with upper limb disabilities to design and build their own gaming controllers using open-source tools, fostering independence and inclusivity.
Case Study Contribution: Development and iterative refinement of an accessible game controller prototype, incorporating direct feedback from disabled participants.
Methodological Contribution: A comparative analysis of Reflexive Thematic Analysis and Dialogic/Performance Analysis provides new insights into their application in HCI research, particularly for designing accessible technologies.



Testing & Feedback
Teachers' Feedback Summary
Teachers' Feedback Summary
Teachers' Feedback Summary
Suitability: Effective for children in the middle of the ASD spectrum.
Engagement: High appeal due to sensory features.
Group Use: Best utilized in small groups to foster collaboration.
DIY Empowerment: Showcasing a process that enables individuals with upper limb disabilities to design and build their own gaming controllers using open-source tools, fostering independence and inclusivity.
Case Study Contribution: Development and iterative refinement of an accessible game controller prototype, incorporating direct feedback from disabled participants.
Methodological Contribution: A comparative analysis of Reflexive Thematic Analysis and Dialogic/Performance Analysis provides new insights into their application in HCI research, particularly for designing accessible technologies.
DIY Empowerment: Showcasing a process that enables individuals with upper limb disabilities to design and build their own gaming controllers using open-source tools, fostering independence and inclusivity.
Case Study Contribution: Development and iterative refinement of an accessible game controller prototype, incorporating direct feedback from disabled participants.
Methodological Contribution: A comparative analysis of Reflexive Thematic Analysis and Dialogic/Performance Analysis provides new insights into their application in HCI research, particularly for designing accessible technologies.
User Test


