Haven

Neuro-Inclusive Puzzle Adventure Game for Teens with ADHD

Role:

UX/UI Designer, Game UX

Team: 3

Timeline:

6 weeks

Platform:

Mobile (Android, IOS)

Tools:

Figma, User Research, Prototyping,


Overview

Haven is a mobile puzzle-adventure game built specifically for teens with ADHD. It blends short bursts of gameplay, emotional check-ins, and narrative-driven habit quests to support focus, self-regulation, and self-expression — without ever feeling clinical or prescriptive.

The experience reframes emotional regulation as play, allowing teens to engage at their own pace through calming visuals, adaptive mechanics, and low-pressure progression.


Problem

Many existing ADHD-focused digital tools for teens fall into two extremes:
they are either overly clinical and restrictive, or too passive and disengaging to sustain attention.

Games designed for general audiences often overlook ADHD-specific cognitive needs such as:

  • short attention cycles

  • sensitivity to overstimulation

  • difficulty with sustained focus and emotional regulation

Key challenge:
How might we design a game that supports emotional regulation and focus for teens with ADHD while still feeling fun, empowering, and non-clinical?

Goals

  1. Support short attention spans through bite-sized gameplay loops

  2. Encourage emotional awareness without medical framing

  3. Reduce cognitive overload through calm, flexible design

  4. Create a sense of progress without pressure or punishment

  5. Design for neurodivergent teens, not adapt after the fact


Research & Discovery

Research examined attention patterns, overstimulation, and emotional regulation in teens with ADHD to inform a more adaptive and supportive gameplay experience.

Methods

Review of academic research on ADHD, cognition, and play

Analysis of neurodivergent-friendly game mechanics

Competitive review of ADHD-focused and wellness games

Market and audience research on teen gaming behavior

Insights

Teens with ADHD respond best to short, rewarding sessions

1


Overly rigid goals and timers increase stress and disengagement

2


Emotional regulation tools are more effective when embedded in play

3


Visual clutter and complex UI can quickly lead to cognitive overload

4


ADHD Gaming Benefits

Research focused on attention patterns, overstimulation, and emotional regulation in teens with ADHD.

User Needs

Teens with ADHD

  • Freedom to engage without pressure

  • Gameplay that adapts to mood and energy levels

  • Clear feedback and progress without punishment

  • Visually calm, customizable environments


Design Strategy

Haven was designed around therapeutic-by-design principles, where emotional regulation and focus are supported implicitly through play - not instructions.

The experience integrates emotional input directly into gameplay, allowing mood, pacing, and rewards to adapt dynamically to each player.

Gameplay Loop

Players explore environments, complete short puzzles, receive rewards, and gradually restore the world through low-pressure progression.

Core Pillars

Short Puzzle Bursts

2–3 minute activities aligned with attention cycles

1

Emotional Check-Ins

Mood selection influences gameplay paths and rewards

2

Adaptive Challenges

Difficulty flexes to avoid boredom or burnout

3

Low Cognitive Load

Minimal clutter, no timers, breathable layouts

4

Empowerment Over Control

Exploration without failure states

5


Key Features

Mood Check-In System

Daily emotional input that shapes environments and rewards

Puzzle Mini-Games

Memory, matching, coloring, word play, and logic challenges

Narrative Exploration

Restoring floating islands through small, achievable goals

Adaptive World Feedback

Visual and audio shifts based on emotional input

Customization

Avatars, themes, and sensory preferences


Solution & Screens

The final experience emphasizes calm, adaptive gameplay that supports focus, emotional awareness, and self-paced progression.

The game experience focuses on:

  • Calm, pixel-inspired art with soft lighting

  • Open-ended exploration rather than linear tasks

  • A supportive companion character as a guide

  • A non-judgmental tone that celebrates progress

Concept Art

Early concept exploration focused on creating approachable characters and calming environments, translating into a cohesive visual style that supports comfort self expression, and emotional comfort.

In-Game Environment

The game world uses soft lighting, open space, and gentle motion to create a calming environment that supports focus and reduces cognitive overload.

Final Solution

Gameplay is structured around short, adaptive interactions that balance challenge, emotional awareness, and low-pressure progression.

Mood Check-Ins

Emotional check-ins allow players to check their current state, influencing gameplay paths and reinforcing self-awareness without pressure.

Interactions

Narrative interactions provide gentle guidance and purpose, encouraging engagement without rigid objectives or time-pressure.

Puzzles

Short puzzle loops are designed to align with attention cycles, offering quick, rewarding interactions that maintain engagement.

Emotional Feedback

Positive reinforcement ties gameplay progress into emotional growth, encouraging reflection and a sense of personal achievement.


Usability Testing & Iteration

As a concept-stage project, Haven defines success through behavioral and emotional goals rather than live product data.

Usability testing focused on evaluating emotional engagement, session flow, and clarity of gameplay mechanics. Feedback emphasized the importance of short, low-pressure interactions, leading to refinements in puzzle pacing, mood check-ins, and overall visual simplicity.

65%+

Weekly Mood Check-In Rate

50-70K

Daily Active Users

35% - 40%

7-Day Retention Rate

Target metrics

  • Average session length: 2–5 minutes

  • Mood check-in engagement rate

  • Return visits driven by emotional resonance

  • Reduced disengagement from overstimulation


Impact

Haven demonstrates how game mechanics, narrative, and emotional systems can be intentionally designed to support neurodivergent teens. By integrating emotional input directly into gameplay, the experience reframes self-regulation as something engaging, approachable, and empowering.

The project highlights how play can become a tool for building confidence, supporting focus, and encouraging emotional expression — without relying on clinical framing or external hardware.

Reflection

This project strengthened my skills in neuro-inclusive design, systems thinking within game mechanics, and designing for emotional engagement. It reinforced the importance of flexibility, pacing, and environmental design when creating experiences for cognitively diverse users.

Designing Haven highlighted how small UX decisions—such as feedback timing, visual clarity, and interaction pressure—can significantly impact focus, motivation, and overall user experience.

Future Opportunities

  1. Playtesting with ADHD teens to validate mechanics

  2. Expanding habit-based quests and emotional branching

  3. Refining accessibility and sensory customization

View Full Process Book (PDF) Includes research artifacts, journey maps, ideation frameworks, and testing documentation.

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