BRIGHT

ADHD Accessible Video Conferencing

Get back into the swing of your next video call with BRIGHT

Challenge Area

As video conferencing platforms become essential tools for remote work, distributed business operations, and global collaboration, they often demand substantial cognitive effort from users. This can be particularly challenging for individuals with ADHD who struggle with cognitive flexibility and sustained attention. The cognitive load associated with managing multiple video feeds, navigating complex interfaces, and maintaining engagement can hinder productivity and user satisfaction. Addressing these challenges is crucial to designing video conferencing solutions that are more accessible, intuitive, and supportive of diverse cognitive needs.

Possible Solution

This design concept proposes an assistive video conferencing application aimed at enhancing comprehension and engagement for adults with ADHD. By leveraging advanced conversational AI and hyper-personalization, the application is tailored to reduce cognitive load and provide a more accessible and effective user experience during virtual meetings.

Approach

To utilise our team’s knowledge of design, technology and innovation in an inclusive way, we followed the Nessler (2018) Revamped Double Diamond design methodology, which allowed us to break down each of the development phases and define clear deliverables.

User research

My Role

As a UX researcher, I recruited participants with ADHD, conducted surveys and interviews, and organized co-design workshops. In my role as a UX designer, I used the insights gained from this research to create user personas and scenarios. I then developed sketches, wireframes, and prototypes, and improved usability and visual appeal based on feedback from user interviews.

Collaborative design

Sketching

Affinity diagrams

Wireframing

Workshops

Prototyping

User personas

User testing

Discover

Quantitative Research

I developed and distributed an anonymous online survey using RedCAP to both validate existing findings from a literature review and to identify additional experiences specific to interactions with video conferencing platforms. The collected data was analyzed using statistical methods in Excel, which allowed me to identify patterns and trends and to understand the unique challenges faced by adults with ADHD.

Qualitative Research

I recruited and remotely interviewed adults with ADHD one-on-one. The unstructured interviews were based on 5 open-ended questions and delve deeper into the insights of the survey and to fill in the knowledge gaps. The questions focused on the target audiences’ remote work habits, technology challenges, and possible solutions. During a two week sprint, I Interviews were analysed using thematic analysis on NVivo.

Collaborative Design Workshops

I conducted collaborative design sessions with adults diagnosed with ADHD to generate and refine design ideas for the solution.

These sessions adhered to the Diversity for Design co-design framework, which emphasises inclusive and participatory design processes. Participants were encouraged to articulate their problem statements, think aloud, and engage in open discussions with me throughout the design activities.

Collaborating directly with individuals with ADHD was crucial to ensure that the final product aligned with their needs and expectations, particularly in addressing how neurotypical designers and developers might approach the design.

Define

Key Insights

I translated all of the notes and themes generated from literature, survey, and interview onto a Miro page. I grouped Post-It notes with key insights into categories using an affinity diagram to visualise how all insights connected. An affinity diagram allowed me to narrow the scope of the project to conversation comprehension and engagement.

User Persona

A persona was developed to represent users with ADHD who struggle with following and engaging in conversations during video conferencing calls. The persona was built to reflect users who interacts with video conferencing platforms regularly for work and for socialisation. These users’ struggle stems mostly from the conversation occurring on the call and how to hold their engagement and ensure comprehension. 

Problem Statement

Adults with ADHD find it challenging to comprehend and engage in conversation on video conferencing platforms

Discover

Sketching

I explored the problem statement during a free-thinking session, exploring both the functional requirements necessary for effective engagement and the cognitive support features required to ensure comprehension. Some of the design concepts were extensions of those discussed in the co-design session and some were new ideas based on other study insights.

Product Ideation

Aspects of interest from each design concept were combined to best address all user needs. The final design evolved into an assistive digital tool featuring multiple modular functions that can be embedded into video conferencing platforms. Each module was specifically matched to a user need, ensuring comprehensive coverage and effective solutions for all identified challenges.

Wireframing

The modules were initially drawn as sketches to serve as visual reminders of user expectations for the tools. These sketches were reviewed by some of the workshop participants before being developed into a digital wireframe using basic shapes and functions in Figma. This wireframe focused exclusively on the essential elements of the app to demonstrate the its basic functionalities.

Deliver

Once the placement of features was established, the wireframe was further developed to include non-functional design elements such as color, shading, and animation. This resulted in a mid-fidelity prototype that served as a non-interactive product design suggestion.

Visual Design

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