CASE STUDY  ·  UX DESIGN
bridging the gap KIBA

A tool built for kids in pediatric ERs who can't fully explain where it hurts. Me, Lem Phan, and McKiba Williams had 6 weeks at Children's Hospital of Philadelphia to figure it out.

Role Lead UX Designer
Timeline ~6 weeks (Oct–Nov)
Context Children's Hospital of Philadelphia
The Problem

Two Problems, One Child

When a kid comes into the ER and can't communicate what's wrong, most hospitals rely on the language line. You call a number, wait for an interpreter, and then ask a scared 6-year-old to describe their symptoms through a speakerphone to a complete stranger. That barely works for adults. For kids it basically doesn't work at all.

The thing that really got us was this: kids as young as 4 were acting as the translator between their parents and the doctor. A kid who's scared, in pain, somewhere they've never been — being asked to explain medical things they don't fully understand, in their second language.

My Contribution

My Role

Me and Lem and McKiba split the work, but I ran most of the research side — interviews, synthesis, figuring out what we were actually trying to build. I also took the prototype from the first paper sketches all the way through to the final hi-fi, and ran the usability tests with the kids and nurses.

The Method

Understanding the Space

Before we touched Figma, we spent four weeks just talking to people — everyone who actually had to deal with a pediatric ER visit:

Healthcare Workers
The language line slowed down triage. Built for adults having adult conversations — not for a nurse assessing a frightened child in under five minutes. Workers described risking misdiagnosis due to gaps in communicated history.
Parents
Couldn't communicate their child's symptoms clearly. Many nodded along to things they didn't understand, too overwhelmed to ask for clarification. Several mentioned their accent made them feel like a hindrance.
Children (ages 4–8)
They were scared — not just of the procedures, but of not being understood. The child was often doing the communicating, acting as translator between their parent and the doctor. A role no child should carry.
Social Workers
Not tech-savvy. Any solution requiring training or complex onboarding would fail at the point of care. The bar for adoption had to be near zero.

What the Numbers Said

71%
Staff: limited understanding was their biggest care challenge
75%
Felt confident they could manage barriers with the right tools
50%
Preferred in-person support over the existing language line
Healthcare Workers
Parents
Social Worker
Concerns
  • Takes more time, slows ER pace
  • Risk of misdiagnosis
  • No access to full medical history
  • Can't communicate symptoms clearly
  • Worried accent causes misunderstanding
  • No time to learn new methods
  • Not tech savvy
Current Practice
Language line
  • Child acts as translator for parent
  • Speak in mother tongue
Community workshop
The Reframe

The Insight That Changed Our Direction

We started thinking the solution was just a better translation tool. Something faster and simpler than the language line.

But something kept coming up in the interviews: a panicking kid can't really communicate in any language. A 5-year-old who's terrified — you could have perfect translation and it still wouldn't help if they couldn't calm down enough to answer. Anxiety and language were basically the same barrier.

That changed what we were actually designing for:

"How might we help 3–8-year-olds from intercultural and ESL households communicate effectively in a pediatric emergency — addressing both language barriers and emotional distress — without adding burden to already-stretched nursing staff?"
The Concepts

Ideation: 25 Ideas Across 5 Categories

We ran a full brainstorm across five categories and got to 25 ideas — sensory rooms, puppet shows, VR, 3D anatomy models, interactive storytelling, you name it. Then we went through each one and checked how feasible it was in an actual ER context.

Physical Space
Parent-Child Workshops
Field Trip
Culture Sensitivity Workshops for HC Providers
Sensory Room
Playground
Process
Peer Support — Similar experience kids
Child Psychologist Consultation
Support Groups
Apps
Interactive Storytelling App
Animated Videos
Gamified Educational App
Interactive Graphical Language Line
VR / AR
Mobile Translation Device
Education Material
Books / Comics
Drawings
Phone / Tablet
Kiosk
Charts / Infographics
YouTube Videos
Miscellaneous
Child-friendly 3D Models
Pets & Companions
Teddy Bears & Toys
Puppet / Magic Shows
Audio Support

Three of them were strong enough to actually build:

  • Child-Friendly 3D Models — Tactile anatomical models a kid can point to instead of describing. Cuts out the language dependence for symptom communication entirely.
  • Interactive Storytelling App — A mobile app with child-friendly characters that walks kids through what an ER visit looks like. The idea was to make the unfamiliar familiar before it happens, so the anxiety goes down.
  • Mobile Translation Device — A purpose-built translation tool for healthcare workers. Faster than the language line, designed specifically for clinical conversations rather than general use.

None of them covered everything on their own. So we combined all three — the storytelling, the translation, and the child-first interface — and that's basically how KIBA happened.

01
Child-Friendly 3D Model
Tactile anatomical models in a child-appropriate format. Kids point to where it hurts rather than describe it — removing the dependence on language for symptom communication.
02
Interactive Storytelling App
A mobile app using child-friendly characters to walk through common ER scenarios. Reduces anticipatory anxiety by making the unfamiliar familiar before it happens.
03
Mobile Translation Device
A task-specific translation tool purpose-built for healthcare workers. Faster and simpler than the language line, designed around clinical context rather than general conversation.
The Build

Prototyping: Sketch → Wireframe → High Fidelity

1

Paper Prototyping First

Before opening Figma, we built rough paper versions of each direction. Quick to throw together, easy to test and toss. The most useful thing we found: kids responded way more to the character than to anything on screen. How the animated figure moved and talked to them mattered more than what it was saying. That shaped basically everything in the hi-fi.

Paper prototype — translation, breathing, and multilingual support screens
Paper prototype — entry point, interactive element, procedure explanation
Physical concept model — early lo-fi exploration
Child concept sketch 1
Child concept sketch 2
Child concept sketch 3
Child concept sketch 4
Child concept sketch 5
2

Information Architecture

The main structural thing was the critical condition check right at entry — if someone flags something serious, the app immediately surfaces a "Contact Doctor" path instead of going through the regular flow. The nurses specifically told us about triage priority, so that was a direct response to that feedback. After that, home branches into three lanes: Mood-Based Stories, Scenario-Based Stories, and Live Translation.

Entry Splash Screen name entry Are you in critical condition? YES ↓ Contact Doctor NO → Home Breathing Cat guided exercise Calming Cat Calming Breathing Mood Based Stories Mood Tracker Interactive Stories Scenario Based Stories Mood Tracker Interactive Stories Live Translation Audio Translation Text Translation
3

Low-Fidelity Wireframes

A couple of things came out of this phase: the live translation screen needed a visible waveform, because nurses needed to know the system was actually listening and not just frozen. And the anxiety screen — the breathing exercise — needed to be reachable from anywhere in the app. We anchored the Breathing Cat in the bottom nav of every screen so it was always one tap away.

4

High-Fidelity Prototype

Kid enters their name on the splash screen and KIBA greets them by name from there on — whole onboarding is about 30 seconds. On home, emoji let them say how they're feeling without needing words. And before anything else in the experience: breathing exercise first. Led by an animated cat. We figured out pretty quickly from testing that if a kid is panicking, nothing else works until you get them calm first.

KIBA splash screen
KIBA stories screen
KIBA translation screen
What We Got Wrong

Testing: What We Learned

What Worked

  • The Breathing Cat got an immediate, visceral response from every child we tested — no instruction needed
  • Emotion-tap navigation required zero onboarding; children as young as 4 understood it intuitively
  • Nurses preferred KIBA's speed over the language line in every session

What We Fixed

We assumed nurses would just hand the device to the kid and step back. They corrected that immediately — they needed to see what the child was selecting in real time, otherwise they couldn't respond to it. We added a parallel provider view so nurses could follow along without interrupting the child.

The 3 and 4-year-olds also really struggled with any screen that had text on it. We ended up removing most of the explanatory copy and just let the characters carry the whole thing visually.

Get the nurses involved from day one. The workflow stuff they pushed back on — handoff speed, triage priorities, the critical condition gate — that feedback made the design actually work.
The Result

Outcome

The core question KIBA was trying to answer was whether you can actually address anxiety and language at the same time — whether one tool can carry both.

Having storytelling, breathing, and translation all in one place covered something existing tools weren't really touching: the kid's emotional state, not just the words they're trying to say. The nurse testing sessions were where most of the real refinements came from — they knew exactly what would and wouldn't work in a real ER context.

Designed with Lem Phan and McKiba Williams. I led research strategy, interview facilitation, synthesis, and the end-to-end prototype from paper to high fidelity.

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