AR learning tool for Luv Michael's autistic employees.

AR learning tool for Luv Michael's autistic employees.

Project Overview

Project Overview

AR learning tool creating accessible, inclusive hygiene training for Luv Michael's neurodivergent employees.

Client: Luv Michael, NYU school project. (Assistive Technology Course)

My Role: UX Designer, AR Developer

Team: 3 UX Designers, 2 AR Developers.

Timeline: Six Weeks & ongoing

Tools: Figma, Snapchat's Lens Studio, Unity

The Problem

Training-to-practice gap persisted: Autistic employees needed better reinforcement for kitchen hygiene.

Solution

AR-based learning tool for 10-minute interactive hygiene practice exercises.

Impact

  • 60% engagement increase: Employees actively learned safety practices.

  • 20% reduction in cost and time for safety training reinforcement.

  • Further usability testing planned to measure information retention.

Action

What led to the solution?

  • Field research - observing employees in the kitchen

  • Competitive analysis

  • Usability testing

  • UI Kit design

  • Prototyping

  • AR Tool - design & development

CONTEXT

Luv Michael's autistic employees needed a more accessible way to learn safe kitchen practices.

Luv Michael's autistic employees needed a more accessible way to learn safe kitchen practices.

Luv Michael, a granola-making non-profit employing autistic adults, sought a more inclusive learning tool beyond instructor-led lessons and physical games to accommodate diverse abilities.

THE CHALLENGE

How might we make Luv Michael’s personal hygiene lessons more accessible for its autistic employees?

How might we make Luv Michael’s personal hygiene lessons more accessible for its autistic employees?

RESEARCH

Field Research: Stepped into the kitchen to observe challenges firsthand.

Field Research: Stepped into the kitchen to observe challenges firsthand.

Instructor-led lessons used whiteboard drawings and explanations, reinforced by physical card sorting activities.

Why is the current learning system not effective?

  • Low information retention.

  • Group learning was tricky- varied learning abilities.

  • Employees had difficulty applying lessons in kitchen.

What is the impact?

  • Cost and time in lesson repetition.

  • Hygiene in the kitchen is compromised.

  • Company reputation might be impacted.

What might help?

  • Quick, simple exercises to reinforce learning.

  • A degree of personalized learning.

  • An immersive, practical experience to connect training with real-life tasks.

Secondary Research: Explored methods for neurodivergent learning.

Secondary Research: Explored methods for neurodivergent learning.

  • Reviewed Luv Michael’s ServSafe curriculum to understand what is taught, how it is delivered, and how employees engage with the material.

  • Reviewed Luv Michael’s ServSafe curriculum to understand the content taught and delivery methods.

  • Studies on autism and learning show augmented reality is highly effective for autistic individuals.

IDEATION

Led brainstorming session with team and Luv Michael for new learning methods.

Led brainstorming session with team and Luv Michael for new learning methods.

Explored learning method options with pros and cons detailed below.

The Problem

Why might they work

  • Gamification - can make it engaging.

  • User can control the pace for the web game.

  • Can use audio, visual, and text catering to different learning styles.

  • Moving and touching physical cards can be an effective learning technique.

Why not

  • The current material used to teach at Luv Michael is similar to the web game.

  • Want something that does not require assistance from another person.Can use audio, visual, and text catering to different learning styles.

An Augmented Reality based tool?

Why might it work?

Why might it work?

  • Studies show that AR works well for people with Autism.

  • Training in context helped employees connect learning to their job.

  • Walking around the kitchen might increase connectivity of lessons with kitchen experiences.

  • Our Luv Michael contact saw potential and encouraged further AR exploration.

Why might it work?

  • Integrating the work environment into training helps employees relate learning to their job.

  • Our Luv Michael contact, found this approach promising and wanted us to explore AR further.

USER TESTING WITH AR

Observed 10 Luv Michael employees interacting with AR for learning.

Observed 10 Luv Michael employees interacting with AR for learning.

Wireframed and prototyped the website using NYU's UI Kit in Figma.

My team and I ran fly-on-the-wall observations, noting how employees interacted with their phones while using the AR applications.

  • 7 employees (chosen by Luv Michael)

  • 15 min each

  • 3 applications

Chalk

Chalk was selected to test how employees interacted with:

  • a free-flowingminimal-constraint

  • AR experience.

AR Basketball

AR Basketball was selected to observe how employees responded to a simple, structured AR experience.

AR Paddle Ball

AR Paddle Ball was selected to observe how users engaged with a more flexible, less structured experience.

This user testing session helped us understand specific practices that work better than others and that AR was worth exploring.

DESIGN METHOD

Designed user flows, scenarios, and wireframes for the AR feature.

Designed user flows, scenarios, and wireframes for the AR feature.

Wireframed and prototyped the website using NYU's UI Kit in Figma.

Lens Studio was selected for its short learning curve, fitting the 4-week project timeline for AR development.

User Flow

User Flow

User Flow

Low-fi wireframes

Low-fi wireframes

Low-fi wireframes

DESIGN - ITERATION #1

To explore how basic interactions worked, we designed a basic AR split-screen experience

To explore how basic interactions worked, we designed a basic AR split-screen experience

Wireframed and prototyped the website using NYU's UI Kit in Figma.

Built initial AR prototype in Snapchat's Lens Studio for usability testing with Luv Michael employees, enabling rapid iteration.

  • Readable text.

  • Text accompanied by slow speed audio and visuals. - to cater to different learning needs.

  • Adhering to WCAG guidelines.

Sample Scenario #1: Which sink do we wash our hands in?

Uh-oh! Looks like there's something on the floor!

After the first scenario, the AR tool prompts users to tilt their phone towards the floor, showing virtual granola on the screen.

Sample Scenario #2: What do we do after picking something off the floor?

Testing the first prototype with 10 employees revealed key pitfalls to avoid.

DESIGN - ITERATION #2 - PIVOT!

Luv Michael wanted us back, and we were excited to keep going!

Luv Michael wanted us back, and we were excited to keep going!

Wireframed and prototyped the website using NYU's UI Kit in Figma.

Luv Michael wanted us to continue working on the prototype beyond the initial project timeline and we were thrilled! A lot has changed and now I understood that it was important to pivot.

First Iteration

  • Snapchat's Lens Studio: Limited scope that doesn't suit new iteration.User can control the pace for the web game.

  • Camera open throughout: distracting

  • Split screen approach: Confusing

  • AR focus throughout: Doesn't help in effective scenario building

Second Iteration

  • Unity AR: Higher technical feasibility

  • Camera open only while setting the scenario: clear indication

  • One screen with 2 options side-by-side: clear and simple decision making

  • AR Focus only at essential aspects: for effective scenario building with emphasis on understanding the question at hand.

The new requirements demanded new user flows, wireframes, and a complete UI Kit.

Updated user flow diagram reflecting feedback-driven changes and Luv Michael instructor language adjustments.

Revised Low-fi Wireframes

Revised Low-fi Wireframes

Revised Low-fi Wireframes

Revised UI Kit

Revised UI Kit

Revised UI Kit

FINAL DESIGN

High-fidelity screens were designed in Figma and transformed them into a Unity AR app.

High-fidelity screens were designed in Figma and transformed them into a Unity AR app.

Wireframed and prototyped the website using NYU's UI Kit in Figma.

As shown below, decisions like the color palette, minimal AR use, and the two-option approach were all refined based on user testing and insights from earlier iterations.

WORK SHOWCASE

Our work was showcased at Tandon's Research Excellence Exhibit 2024, where we got valuable feedback.

Our work was showcased at Tandon's Research Excellence Exhibit 2024, where we got valuable feedback.

Wireframed and prototyped the website using NYU's UI Kit in Figma.

At Tandon's Research Excellence Exhibit, we got a chance to present our research and prototype to numerous attendees and judges. The feedback that the participants gave us based on their use of the prototype and the research was helpful in thinking about future considerations.

Reflections

  • Working with Luv Michael was rewarding, leading the full end-to-end design and development process.I also learned that aligning all stakeholders early through structured meetings helped streamline decisions and reduce unnecessary back-and-forth.

  • Collaboration with a neurodiverse audience sharpened my ability to adapt to evolving needs while prioritizing accessibility and inclusivity.

  • A key takeaway was the importance of being flexible and ready to pivot as conditions change.

  • Learned that investing time in discovering what not to build is equally valuable.

What would I do differently?

  • Conduct usability testing with latest prototype on Luv Michael's iPad to identify pain points and effective learning approaches for iterations.

  • Capture 3D scans of kitchen equipment for app integration, boosting employee relevance.

  • Expand the app to cover additional chapters of the book for a more comprehensive learning experience.

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