Innovation and Design Challenge · 3rd Place

Ribbit

A Gamified Speech Therapy App for Kids with Communication Disorders

Year

2026

Duration

5 Months

Role

UX Designer

Team

4 Members

Tools

FigmaMiroUser ResearchPrototypingUser TestingVercel

Certifications

Ethnographic & Anthropology Research Certificate
Ribbit — Speech Therapy App for Kids

01

The Challenge

What is a Communication Disorder?

A communication disorder (formerly known as a speech impediment) is an impairment in a person's ability to receive, send, process, or comprehend concepts, which can affect speech, language, or hearing.

42M

People affected in the US

1 in 6

People have a communication disorder

5-10%

Of children have speech sound disorders

Source: NIH, 2026

What is an SLP?

A speech-language pathologist (SLP), or speech therapist, is a qualified health professional who diagnoses, treats, and helps prevent communication, speech, language, voice, fluency, and swallowing disorders in people of all ages.

Over 5 months, our interdisciplinary team designed Ribbit, a gamified speech therapy app that makes practice engaging for children while providing therapists and parents with tools to track progress.

The Problem

Children with communication disorders often struggle with traditional therapy methods that feel repetitive and boring. Parents lack accessible tools to support practice at home between sessions.

The Solution

Ribbit: a frog-themed mobile app that transforms speech exercises into interactive games, with a companion physical toy and a dedicated portal for speech-language pathologists.

Key Challenges

Engagement Gap

Traditional therapy exercises feel like homework — repetitive and unengaging for young children.

Access Barriers

Many families lack access to frequent in-person therapy sessions due to cost or location.

Practice Consistency

Home practice is crucial for progress but often neglected without engaging tools.

Progress Visibility

Parents and therapists struggle to track improvement between sessions.

02

Research & Discovery

Our team's unique composition — 2 speech pathology majors, 1 CS student, and myself as UX designer — gave us direct access to clinical expertise. We conducted ethnographic and anthropological research, interviewing parents about their children's therapy experiences and identifying key gaps in motivation and early intervention.

Research Methods

Literature Review

Evidence-based speech therapy techniques and best practices

Parent Interviews

Conversations with parents about their children's therapy experiences and challenges

Competitive Analysis

Reviewing existing speech apps, physical toys, and patents to identify gaps

Benchmarking Analysis

Analyzing successful therapy tools and gamification patterns in healthcare

Competitive Landscape

We analyzed existing speech therapy apps, physical therapy toys, and relevant patents to understand the current market and identify opportunities for innovation.

Digital Apps

Most apps lacked clinical backing or failed to maintain long-term engagement with children.

Physical Toys

Existing therapy toys were often clinical-looking and didn't connect to digital progress tracking.

Patent Research

Reviewed existing patents to ensure our approach was novel and to identify proven interaction patterns.

Key Insights

Repetition is Essential

Children need consistent practice, but motivation wanes quickly without engaging mechanics.

Visual Feedback Matters

Kids respond better to immediate, visual rewards than abstract progress metrics.

Parent Involvement is Key

Parents who understand exercises can better support practice at home.

Clinical Validity First

Apps must align with evidence-based therapy techniques to be effective.

03

Design Process

The frog theme wasn't random — it was strategically chosen based on our research and the needs of our users.

Why a Frog?

Natural Vocalization

"Ribbit" naturally encourages children to vocalize and practice sounds.

Progress Metaphor

Hopping from lily pad to lily pad visualizes progress through therapy.

Universal Appeal

Friendly to all genders and age groups, avoiding gendered stereotypes.

Growth Symbolism

A tadpole growing into a frog mirrors a child's speech development journey.

Core Features

01

Daily Lessons

Structured articulation exercises gamified as mini-adventures

02

Interactive Games

Voice-based games that make repetitive practice feel like play

03

Progress Pond

Visual journey showing the child's advancement through therapy

04

SLP Portal

Dashboard for speech-language pathologists to customize and track

04

The Solution

Ribbit combines a child-facing mobile app with a specialist portal for speech-language pathologists. The app features interactive exercises, progress tracking, and a companion physical toy that bridges digital and tangible play.

Ribbit app screens showing lesson progress, profile, and the physical frog toy

Ribbit app screens with the physical companion toy

For Children

  • Gamified exercises
  • Frog character progression
  • Badges and rewards
  • Voice-based interactions

For Parents

  • Progress dashboard
  • Practice reminders
  • Session summaries
  • At-home guidance

For Therapists

  • Custom exercise plans
  • Client management
  • Progress analytics
  • Session notes

05

App Walkthrough

Interactive prototypes built on Vercel showcasing the core user flows — from onboarding to daily lessons, games, and the SLP specialist portal.

Onboarding Flow

Child onboarding — setting up profile and preferences

Daily Lesson

Structured daily exercises with visual progress tracking

Interactive Games

Voice-based games that make practice feel like play

SLP Specialist Portal

Dashboard for speech-language pathologists to manage clients and track progress

06

Physical Companion

Ribbit extends beyond the screen with a physical plush frog companion. The toy bridges digital and tangible play, making therapy practice feel more personal and engaging for children.

The Ribbit plush companion — bridging digital and physical play

Tangible Connection

Children bond with physical toys, creating emotional investment in their therapy journey.

Practice Partner

The frog becomes a "practice buddy" that children can talk to during exercises.

Reward System

Earning accessories for the physical toy motivates continued engagement.

07

Results & Reflections

After 5 months of research, design, and iteration, Ribbit was awarded 3rd place at the Purdue Innovation and Design Challenge for its novel approach to speech therapy.

Competition Outcome

3rd

Place Winner

5

Months Development

4

Team Members

My Contributions

  • Led UX research and user testing sessions
  • Designed core interaction patterns and user flows
  • Created high-fidelity prototypes in Figma
  • Built interactive prototypes on Vercel
  • Contributed to final pitch presentation

Key Learnings

  • Interdisciplinary collaboration amplifies impact
  • Designing for children requires humility and testing
  • Healthcare UX has unique constraints to balance
  • Long-term projects allow deeper research and iteration

The Team

Ribbit was made possible by an interdisciplinary team of 4 members combining clinical speech pathology expertise with design and technical skills:

  • Kavni ShahLed research, interaction design, and prototyping
  • Levin MohanBuilt interactive prototypes and technical implementation
  • 2 Speech Pathology Majors

Presentation

View the complete pitch deck and project documentation.

View Presentation