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Case Study2025UI/UX • Mobile App • iOS

Pinch it!

Turning a clinical dysgraphia exercise into a game for children, without losing its therapeutic value.

Role

Product Designer: research, user flow, end-to-end UX and UI

Team

Team of 6 · Apple Developer Academy @ Federico II

Client

Academic project

Duration

January – April 2025

Platforms

iOS (iPhone · iPad)

Tool

Apple Vision Framework, SceneKit, Blender, Figma, Xcode

01

Context and problem

Dysgraphia is one of the four specific learning disabilities. It affects writing: letter formation, spacing, text organisation. On average it concerns 12% of school-age children (Dohla & Heim, 2016; Katusic et al., 2009).

It is not a matter of "bad handwriting". It involves muscle strength, coordination, cognitive processing, and a significant emotional component. Treatment requires specialised professionals: speech therapists, neuropsychomotor therapists, psychologists.

On the therapeutic side, fine motor exercises are repetitive. Maintaining the child's attention and motivation, session after session, is one of the main challenges for therapists.

Project goal: to verify whether these exercises could be made more engaging without reducing their clinical value, and if so, to develop an application.

02

Research

Research preceded and defined every product decision, on two tracks. Secondary research into the scientific literature, to frame dysgraphia, its motor, cognitive and emotional components, and the difference from related disorders. And primary research in the field, with interviews of five professionals: psychologist G. Speciale, trainee psychologist M. Florio, neuropsychomotor therapist A. Di Pascale, speech therapist V. De Simone, and graphologist A. Zaccaria, specialised in graphic gesture re-education, alongside gathering accounts from dysgraphic individuals.

The goal was twofold: to understand how dysgraphia is actually treated and by whom, and to verify with the professionals whether an app could fit usefully into that process.

Research findings. The conversations with experts produced four guidelines that shaped development:

- Positioning. Diagnosis remains the professional's domain. The space for a digital product is to support the intervention, never to replace it. - Centrality of the physical act. Unlike other learning disorders, dysgraphia involves the body: coordination, posture, movement of hand, wrist, elbow and shoulder. An app only makes sense if it doesn't cut out the gesture. - An exercise to digitalise. Among the techniques described by therapists, finger selectivity training proved effective but unmotivating on paper: an ideal candidate for an interactive transposition. - Emotional component and motivation. The frustration children experience and the repetitiveness of the exercises confirm the need to make therapy more engaging.

The professionals evaluated the idea positively, recognising its feasibility on condition that physical and sensory engagement be preserved. This green light bridged into the development phase.

Primary research, the five professionals interviewed
Primary research, the five professionals interviewed
03

Solution

Among the available clinical exercises, pinch grip training with finger alternation was selected as suited to a digital transposition.

Pinch It! is both a tool for therapists and a game for children. The child positions their hands in front of the device, without touching the screen. A finger lights up to indicate which one to use. When a button falls, it must be caught with a pinch between the thumb and the indicated finger; the correct combination scores a point.

It trains two areas:

- Fine motor skills: the pinch movement strengthens the fingers used to grip a pen, do up a button, hold cutlery. - Cognitive functions: changing finger with each repetition demands attention and control.

Game mechanic, real-time pinch recognition
Game mechanic, real-time pinch recognition
04

Testing with children

Testing with children took place mid-development, with a formative purpose: the observations gathered shaped the final product decisions.

The prototype was tested in real contexts, including a music school (Associazione Liceo Musicale, piano students) and a primary school (Istituto IV Giornate), with a group of 6 children (3 male, 3 female; four aged 6, one aged 9, one aged 10), with around three attempts each.

Behaviourally, a recurring sequence was observed: initial confusion, frustration during the learning phase, peer competition in paired tests. A progression useful for calibrating the difficulty and pacing of the game.

Testing session with children
05

Final product

Technology. Real-time hand recognition via Apple Vision Framework: the model detects 21 key points; for the pinch, fingertips are used, registering the gesture when the distance between thumb and finger drops below a threshold. 3D models built in Blender and rendered with SceneKit.

Customisation. From the Settings screen the therapist configures hand (right/left), duration, speed (low/medium/high), and finger alternation mode (sequential/alternating/random). Difficulty increases in steps, consistent with the progression described by the professionals.

App icon · Pinch It!
App screens
21 keypoints · hand skeleton map · Vision Framework
06

Conclusion

Once development was complete, the finished product was submitted to neuropsychomotor therapist A. Di Pascale, the same professional who had guided the team during research. She tested the final version and confirmed the positive impressions from the start, validating Pinch It! as a support tool for dysgraphia therapy.

This is where the project comes full circle. The research had started from a question: can fine motor exercises be made more engaging without reducing their clinical value? The initial green light from the professionals had given a theoretical answer; Di Pascale's final validation confirmed it on the real product.

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