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Design constraints

The rules this tool must hold to. Every UI decision should be checkable against these.

The framing rule

This is a research data-collection tool, not a game. The goal is to elicit honest expression from children with PDA, not to maximise engagement.

If a UX pattern would help a commercial product retain users, that is a strong reason to not use it here. Engagement loops, completion pressure, and reward mechanics are exactly the demand cues this population avoids.


The seven constraints

1No completion pressure

The participant should never feel that finishing is expected of them.

2Skipping is first-class

3The Stop button is always visible

4Predictability over novelty

5Sensory considerations

6Indirection is the point

7No fail states


What "engagement" should look like here

Engagement, in this tool, is the participant choosing to spend time with the material. It is not measured by completion. Two different success measures:

A session where the participant skips most prompts but writes one rich free-text response is research-successful. A session where the participant clicks through every option but engages with none is tool-successful but research-poor.


Words that must not appear in user-facing copy

score points level up achievement complete streak combo bonus win lose fail wrong unlock challenge

Words that should appear

Take a break Stop here That's okay Whatever you'd like Up to you No need When you're ready

The voice of the Guide character should sound like a calm, undemanding adult who has already accepted that the participant is in charge.