Sigalit Mualem
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Personal Project · 2026

Designing for Neurodiversity

My role: Product Manager, Designer, and Researcher

6
Build-measure-learn cycles, solo as PM, designer, and researcher
2
Daily testers: my own neurodivergent kids, not a panel

Tools

FigmaLovableClaudeCursorUser Research

Teams

Personal ProjectEnd Users (Family)

Bottom line

My role: Product Manager, Designer, and Researcher. I owned the product loop end to end: problem definition, success metrics, scope, accessibility-first UX, user research, and a shipped live prototype.

The problem: EdTech apps optimized for attention economy tactics created the opposite outcome for neurodivergent learners: overstimulation, rigid flows, and feedback that eroded motivation.

  • Defined North Star metrics around healthy engagement, as a PM would, before any screen existed: time-on-task, completion rate, and zero mid-task drop-offs.
  • Scoped and shipped the smallest testable loop first, then let six rounds of real use with my own kids decide what got built next.
  • Validated against daily use with my two neurodivergent kids, not a claim about a broader population or a different market.

Challenge

Job to be done: a neurodivergent child needs to start a learning session and actually finish it without shutting down, so a session that starts is a session that gets completed, not abandoned mid-task.
Mainstream EdTech relies on gamification, pop-ups, and visual overload, patterns that create overstimulation and drop-off for neurodivergent children with ADHD.
Rigid task flows and harsh error feedback erode psychological safety, making it harder to sustain attention and complete learning sessions.

Approach

Defined success like a PM before touching a screen: healthy engagement metrics (time-on-task, task completion, zero mid-task drop-offs), not feature count.
Scoped like a PM too: picked the smallest task loop that could prove the engagement hypothesis, one reading exercise end-to-end, instead of building a full curriculum first, so real use with my kids could tell me what to build next.
V1 · Hebrew
V2 · English, default gamification
Overrode the AI builder's default gamification (loud colors, XP bars, stacking badges) with a coin economy simple enough to explain in one sentence, and a calmer palette.
V3 · Home
V4 · Quest home
V3 · Reading
V3 · Listening
V3 · Speaking
V3 · Games
V3 · Class board
Built transparent navigation and in-line accessibility (tap-to-translate, text-to-speech) so no one has to leave the app to get unstuck.
V4 · Comfort settings
V6 · Home
V6 · Personalize your learning
Shipped a non-diagnostic 'personalize your learning' quiz and direct comfort toggles, grounded in Cognitive Load Theory and ADHD executive-function research.

Impact

No usage-at-scale data. The validation was hands-on: my own neurodivergent kids as daily testers from day one.
As PM, I decided what got built each cycle and why; as designer, I built it: set the metric, ship the smallest testable version, watch it fail in a specific way, fix that one thing. Six times.
This stays a personal project: built for my own two kids and, by extension, for other children their age carrying the same ADHD-driven limitations, overstimulation, rigid flows that break focus, harsh feedback that triggers shutdown. Not positioned as a proven pattern for any other market.

What I'd do differently

Retrospective

  • This never left daily use with my own two kids. Before I'd call the coin economy or the engagement metrics validated for a general neurodivergent population, it needs testing with families outside mine.
  • Six iteration cycles were fast because I was the PM, designer, researcher, and the parent of the only two users, in a team setting that loop would need a lighter-weight way to keep everyone that close to the failure signal.