User Experience Enhancement of a Gamified Speech Therapy Program Using the Double Diamond Design Framework
Abstract
1. Introduction
2. Application of the Double Diamond Design Framework
2.1. Discover Phase
2.2. Define Phase
- Lack of effective usage methods: Users lacked clear explanations of how each training game contributed to therapy and how to play effectively. For example, in the breathing training game (Paper Blowing), the instruction only stated “s (스 in Korean),” whereas the actual task required producing the /s/ sound by blowing air between the tongue and palate. This lack of clarity limited therapeutic precision.
- Lack of personalized motivation: The system provided insufficient incentives to start or sustain training, especially for children with speech disorders. While some exercises (e.g., Candle Blowing, Cat Rescue) offered engaging visual feedback and scores, others (e.g., Oral Motor and Word Games) lacked mechanisms to maintain user motivation.
- Lack of constraints to prevent errors: The interface allowed unrestricted inputs (e.g., entering non-numeric or excessively large values for duration settings), causing confusion and reducing reliability.
- Lack of affordance cues: The interface provided inadequate visual or interactive indicators for clickable or controllable elements. For example, in the pitch control training, users were not guided to set the target pitch before starting, leading to skipped steps.
- Lack of customized GUI: The visual design did not adequately consider children or users with disabilities. Overly colorful or visually complex screens distracted attention from key gameplay elements (e.g., the tube in the Tube Blowing game). Moreover, text-heavy interfaces made it difficult for non-literate users to navigate effectively.
- Lack of feedback for correct usage: Feedback mechanisms confirming system recognition of vocalizations were insufficient. For instance, after performing a microphone test, no confirmation was provided, leaving users uncertain whether their input was detected.
2.3. Develop Phase
2.4. Deliver Phase
3. Validation of Improvement Effects
3.1. Method
3.1.1. Participants and Materials
3.1.2. Experimental Procedure
3.1.3. Analysis Method
3.2. Result
- Motivational and Engagement Gains: The most substantial impact on user engagement was driven by Improvements 1 (Sufficient Guide & Motivation) and 2 (Solid Motivation). These proposals achieved two of the top four satisfaction gains, with Motivation scores increasing by 1.5 and 2.2 points, respectively (p < 0.01).
- Guidance and System Transparency: Proposals focused on clarity, such as Friendly Situational Help (Improvement 3) and Required Setting Notification (Improvement 4), showed statistically significant improvements in learnability (2.0 and 2.2) and visibility (1.8 and 2.6). Notably, the 2.6-point visibility leap in Improvement 4 represented the largest single-dimension gain across the entire study.
- Structural Constraints and Error Prevention: Implementing structural constraints through a Sequentially Constrained UI (Improvement 5) and Clear Hierarchy (Improvement 6) effectively mitigated setup-related errors. Error-prevention scores rose by 1.7 and 1.2 points, respectively, demonstrating that enforcing task order and restricting invalid inputs directly correlates with increased overall satisfaction (1.4 and 1.3 points; p < 0.01).
- Perceptual Clarity: The final three proposals (Improvements 7, 8, and 9) focused on sensory feedback and signifiers. Recognizable UI produced the study’s highest visibility increase (2.5 points), while Clear Signifiers led in error prevention (1.5 points). Additionally, Complete Feedback improved both learnability (1.3) and error prevention (1.4), underscoring the critical role of immediate perceptual confirmation during system parameter settings.
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| UX | User Experience |
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| No. | Category | Representative Examples |
|---|---|---|
| 1 | Lack of usage instructions | [Game selection] Users face difficulty selecting appropriate games, difficulty levels, or training durations due to unclear or hidden instructions. |
| 2 | Lack of motivation & recurring errors | [Game outcome] When tasks require increased effort (e.g., sustaining vocalization), insufficient motivational elements reduce user engagement and persistence. |
| 3 | Lack of feedback for efficient training | [Game setting] In the Sound Height game, only visual cues are provided during pitch setting; absence of auditory feedback makes it difficult for users to anticipate proper vocalization height. |
| 4 | Lack of constraints to prevent errors | [Game difficulty] Difficulty settings do not restrict invalid inputs (e.g., non-numeric entries, reversed difficulty values, extreme values), leading to confusion and reduced reliability. |
| 5 | Lack of consistency | [Interaction flow] Interactive actions for the same command are inconsistent across screens; for example, the function of the “X” button varies, causing confusion about how to exit or proceed. |
| 6 | Other usability issues | [Game screens] Insufficient visual contrast between key gameplay elements and backgrounds reduces immersion; lack of affordance on all in-game screens makes clickable items unclear. |
| No. | Category | Representative Examples |
|---|---|---|
| 1 | Lack of personalized motivation | Continuous motivation such as praise stickers is required for children; cute characters guiding the game would help improve engagement for school-age children. |
| 2 | Lack of detailed training methods & evaluation | The purpose and location of the articulatory stimulus should be emphasized clearly; narration similar to home-training videos could improve clarity and engagement; pronunciation guidance is insufficient—for example, the required hu sound resembles blowing out a candle, not reading ‘hu.’ |
| 3 | Lack of customized home-based assignments | Patients need simple, repetitive tasks that can be done independently at home; guidance on the sequence and types of exercises is currently missing. |
| 4 | Lack of game reliability | Microphone settings must be calibrated before training so that ambient noise does not affect scoring, but most users skip this step; in word games, the absence of system responses to vocalizations makes training feel ineffective. |
| No. | Category | Representative Examples |
|---|---|---|
| 1 | Lack of motivation for child users | Use engaging colors and appealing characters to sustain attention; provide motivational rewards such as praise stickers. |
| 2 | Lack of structured learning guidance | Offer a clear learning roadmap and daily task lists to support goal setting and consistent practice. |
| 3 | Lack of customized GUI | Replace text-heavy instructions with voice or graphic-based guidance; design visuals using metaphors aligned with children’s cognitive models. |
| No. | Category | Representative Examples |
|---|---|---|
| 1 | Lack of effective usage methods | No explanation to guide effective game selection for therapy; key instructions are buried or unclear. |
| 2 | Lack of personalized motivation | Absence of motivational triggers (e.g., praise stickers, character interaction, verbal encouragement); some games such as Oral Training lack feedback or scoring. |
| 3 | Lack of constraints to prevent errors | No input limits for difficulty or duration; missing guidance for essential settings such as microphone calibration. |
| 4 | Lack of affordance cues | Users struggle to interpret mouse cursor or button states; unclear controls (e.g., record button resembles volume control). |
| 5 | Lack of customized GUI | Interfaces do not reflect children’s reduced attention spans; excessive colors distract focus; lack of audio or visual aids for non-literate users. |
| 6 | Lack of feedback for correct usage | No confirmation of vocal input detection; no auditory feedback when adjusting pitch or volume. |
| No. | Category | Representative Examples |
|---|---|---|
| 1 | Sufficient guide & motivation | Provides mission maps and daily missions organized by difficulty level, allowing users to begin training without deciding which game or difficulty to select. Completing missions provides encouraging messages and praise stickers to enhance motivation. A full-game mode remains available for free game selection. |
| 2 | Solid motivation | Allows therapists, guardians, and adult users to review training records. In-game characters provide praise based on performance indicators (e.g., high scores, consistent participation). The program or therapist can deliver encouraging chat messages to sustain user engagement. |
| 3 | Friendly situational help | Provides a one-time comprehensive introduction upon first launch (e.g., therapeutic purpose of each training type), with optional access thereafter. Voice guidance supports users with low literacy to continue training independently. |
| 4 | Required setting notification | Guides users through mandatory microphone calibration needed to set baseline vocal levels. Step-by-step instructions ensure correct setup before training. |
| 5 | Sequentially constrained UI | Enforces completion of prerequisite settings—such as target pitch or sound-range adjustment—before starting a training game. Game start is disabled until all essential requirements are met. |
| 6 | Clear hierarchy | Separates default and user-defined difficulty levels to maintain consistent hierarchy. Applies input limits (e.g., maximum duration or breath count) and prevents invalid or non-numeric entries to reduce errors. |
| 7 | Recognizable UI | Enlarges the mouse cursor by 200% and applies context-dependent cursor changes (e.g., move, hover, click) to help users easily identify interactive elements and control states. |
| 8 | Complete feedback | Provides auditory or visual feedback when users set target parameters (e.g., pitch height), ensuring they understand the correct settings before beginning training. |
| 9 | Clear signifiers | Enhances clarity of buttons, guide texts, and sound-recognition indicators by aligning visual forms with users’ mental models, reducing confusion during game navigation and pre-task steps. |
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Kim, S.; Kwon, E.; Yu, J.; Choi, Y.; Ko, M.-H.; Jo, Y.-j.; Kim, H.-G.; You, H. User Experience Enhancement of a Gamified Speech Therapy Program Using the Double Diamond Design Framework. Appl. Sci. 2026, 16, 826. https://doi.org/10.3390/app16020826
Kim S, Kwon E, Yu J, Choi Y, Ko M-H, Jo Y-j, Kim H-G, You H. User Experience Enhancement of a Gamified Speech Therapy Program Using the Double Diamond Design Framework. Applied Sciences. 2026; 16(2):826. https://doi.org/10.3390/app16020826
Chicago/Turabian StyleKim, Sujin, Eunjin Kwon, Jaesun Yu, Younggeun Choi, Myoung-Hwan Ko, Yun-ju Jo, Hyun-Gi Kim, and Heecheon You. 2026. "User Experience Enhancement of a Gamified Speech Therapy Program Using the Double Diamond Design Framework" Applied Sciences 16, no. 2: 826. https://doi.org/10.3390/app16020826
APA StyleKim, S., Kwon, E., Yu, J., Choi, Y., Ko, M.-H., Jo, Y.-j., Kim, H.-G., & You, H. (2026). User Experience Enhancement of a Gamified Speech Therapy Program Using the Double Diamond Design Framework. Applied Sciences, 16(2), 826. https://doi.org/10.3390/app16020826

