01 Situation
Neurodivergence (autism, ADHD, dyslexia, etc) is often discussed in terms of statistics, but rarely understood at a human level. How might we design an experience that helps neurotypical young adults better understand the lived experiences of neurodivergent people?
02 Assignment
I wanted to explore how design might help bridge the gap in understanding through lived, felt experience. One of the best ways to do so is using a structured play session.
03 Approach
Phase one: research. I started with a deep dive into the history of the neurodivergence movement and current discourse, which led me to formulating the Empathy Gap: the idea that much of the suffering that neurodivergent people face in various facets of their lives (e.g., access to education, medical bias, bullying) is due to the lack of empathy on behalf of the neurotypical majority. Formal research would of course not be enough without real feedback from the field, and so I ran a first prototype (see here: https://alaouisalma.framer.website/playing-in-snow), which showed me how people responded to a heavily constrained game: empathy primarily depended on similar lived experience.
Phase two: design. The experience had to be suitable to a class of 12 students and be playable virtually on Minerva University’s active learning platform. I ended up designing Mismatch, a live, collaborative game that explores how empathy can emerge through collective play after a first iteration (see here: https://alaouisalma.framer.website/playing-in-snow). The game assigns each participant a secret constraint they have to respect while communicating with their group to solve a puzzle. Each constraint is designed to mimic a common struggle neurodivergent people face in everyday communication, making the consequences of those limitations felt in real time and revealing how invisible constraints impact group dynamics, agency, and effort.
04 Result
* Misunderstandings led to frustration. A powerful moment happened in the debrief, when a classmate expressed feeling frustrated that someone in their group was not unmuting herself. It turns out the reason was because she had the constraint of only being able to use emojis. This is a common misunderstanding that happens when autistic people use non-verbal communication.
* Openness allowed personal interpretation of role. Because actions weren’t prescribed, participants could embody roles in ways that felt authentic to them, which deepened ownership and agency.
* Ambiguity lowered agency for some. Without enough instructions, some groups floundered, which led to uneven participation. Clearer framing upfront could help players feel freer within constraints.