Accessibility · Case Study
One switch, infinite possibilities
A switch-accessible game library for pre-K children with disabilities, built for hardware classrooms already own.
2nd
of 100+ teams, RESNA
40
weeks, Sept 2024 to June 2025
6
games on one switch
- Role
- UX research and design lead
- Team
- Student team
- Timeline
- 40 weeks · Sept 2024 – June 2025
- Tools
- Figma · FigJam · React Native (Expo)






The problem
One switch stands in for every tap
Children with motor and cognitive disabilities play with one switch. They get 9% fewer play opportunities.
Research
Four methods, one direction
Interviews
Educators and therapists.
“It would be incredible to have a variety of games, because no two kids learn the same way.”— Pre-K educator
Field observations
Children using tablets at playtime.
Children disengage when a tool is cluttered.
Literature review
Play, disability, and development.
Play drives motor and cognitive development.
Market analysis
Papunet, OneSwitch, and Sensory App House.
Existing apps are costly, limited, or not iPad compatible.
The approach
One library of switch games









Existing switch games are scattered and each teaches one skill.
The games
Six games, one press



Expert testing
Two expert reviews shaped it
- Mobility tech researcher · High contrast, accessible text, press duration as a setting.
- Occupational therapist · Simple games, immediate feedback, locked settings.
Result
Second place at RESNA
Second of 100+ teams. Next: multiplayer, difficulty levels, richer sound and haptics.