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PEARL.DAWAR
Case studiesMar 2025

Mindora.

A cognitive training platform that adapts to the person using it

Most cognitive training apps assume steady attention and digital confidence. Mindora is designed for people who have neither on a given day: older adults, people with learning disabilities, and people recovering from brain injuries.

[Project type]
Academic UX case study, design project, semester 5
[My role]
Solo project: research, flows, UI, testing
[Date]
March 2025
[Users tested]
Learning disability and older-adult participants
Laptop showing the Mindora login screen with a hexagonal grid of cognitive domains
  • UX research
  • Accessibility
  • UI
  • Testing
01

The problem

Brain training apps are built for people who don’t need them most.

[What was going wrong]

Memory, attention and focus affect how independently people can live. They often decline for older adults, people with learning disabilities, and people recovering from brain injuries, and that knocks their confidence in everyday tasks.

Most cognitive training apps assume steady attention and good tech skills. That shuts out the people who need them most: anyone dealing with fatigue, short attention spans or confusing interfaces. What was missing was something that adapts to the person and doesn’t overwhelm them.

02

Research

Different conditions, surprisingly similar needs.

[What I found]

My primary and secondary research kept pointing to the same needs, whatever the condition. People wanted something that adapts to what they can do, is simple to move around, and tells them clearly how they’re doing.

Long or complicated tasks wore people out, while short activities with a clear goal kept them going. Game elements worked when they felt like challenges, not games, so nobody felt talked down to. Seeing their own progress was what kept people coming back.

[Research synthesis]

Sample size: 5

  • User goals

    from personas + needs
    • Maintain or improve cognitive abilities
    • Build confidence through visible progress
    • Do activities that feel achievable and meaningful
  • Frustrations

    from empathy maps
    • Fatigue from long or complex tasks
    • Difficulty understanding instructions
    • Stress when progress is unclear
  • Behaviour patterns

    • Prefer short, goal-oriented activities
    • Take frequent breaks to avoid overload
    • Engage more consistently with guidance and reminders
  • Accessibility needs

    • Simple navigation with limited choices
    • Clear visuals and readable text
    • Reduced cognitive and sensory load
  • Motivation triggers

    • Immediate feedback and progress tracking
    • Non-competitive gamified challenges
    • Activities adapted to individual performance

[Constraints]

Attention span, memory, sensory sensitivity and how differently people recover all shaped how Mindora is structured and paced.

  • Cognitive load

    Dense screens tire people out

    Processing visually dense information or many choices increases effort and fatigue.

  • Attention span

    Long tasks lose people

    Prolonged or complex tasks reduce focus and lead to disengagement.

  • Sensory sensitivity

    Clutter causes discomfort

    Visual clutter or excessive stimuli can cause discomfort or anxiety.

  • Recovery variability

    No single pace fits

    Differences in age, learning ability and recovery stage need adaptable pacing and interaction patterns.

03

Design

Two versions, built around two very different users.

[Design approach]

I designed two versions, one for older adults and one for people with learning disabilities, because their needs pulled the design in different directions.

Each dashboard shows only the activities that matter to that person. Challenges keep the tone grown-up. Progress and feedback are there to build confidence, with no leaderboards and no pressure.

04

The result

Then I put it in front of real people.

[For learning disabilities]

At login, people choose the area they want to work on, so the app is personal from the first screen. The dashboard uses a bento grid with clear sections, which makes it easier to focus on one thing at a time.

[For older adults]

The older-adult version leads with the next real-world task. Tasks are practice runs of things people do every day, like using a TV remote, with one instruction on screen at a time.

[A task, step by step]

The ATM task shows how a task is paced. The PIN stays on screen so nobody has to hold it in memory, each step asks for one action, and the end screen says which skill improved instead of giving a score.

[User testing]

One participant from each domain rated the prototype after testing. Names are withheld.

  • Participant with a learning disability

    Reported strong cognitive support and visual clarity, with minor difficulty in intuitive navigation.

    Cognitive support
    5/5
    Intuitive
    3.7/5
    Ease of use
    4/5
  • Older adult, 63

    Reported strong cognitive support and visual clarity, with difficulty in ease of use and navigation.

    Cognitive support
    5/5
    Intuitive
    4/5
    Ease of use
    3.5/5
Laptop mockups, colour palette and logo.
05

Looking back

[What I learned]

  • Clear feedback and progress indicators reduced uncertainty.
  • Limiting choices and task length helped manage cognitive load.
  • Visual cues supported recognition over recall.
  • Clean visuals increased comfort and trust.
  • Both participants found navigation the weakest point. The next iteration would focus on making it more intuitive.

[More]

[The 30-second version]

Pearl Dawar

Interaction designer. MSc Interactive Media Technology at KTH, Stockholm.

Open to internships and freelance projects.

1st place, India HCI 2024 (IDC, IIT Bombay) for Food Setu.