Chester Abellera
Creative Computing / Year 4

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Chester Abellera

Chester Abellera

Creative Computing

Year 4

  • Project Title So In: A social interaction learning app
  • Course BSc [Hons] Creative Computing
  • Year 4
  • Contact Info

So In: A social interaction learning app

The aim of this project was to develop a mobile application for individuals with a mild autism spectrum disorder known as Asperger’s Syndrome (AS). The most-known characteristic shown by the condition indicates a limited capability of relating with others which will likely cause hindrances in establishing social connections. The project adopts a mentor system in which it encourages a mentor figure to guide and supervise a user to aid them in their endeavour to overcome specific social barriers. While the app is primarily aimed for users, the web platform is aimed as a workspace for mentors.

Project Description

So In is a learning application that was created to assist individuals with Asperger's Syndrome to develop their recognition of facial expressions and communication skills during social interactions. Asperger’s Syndrome (AS) is mild autism spectrum disorder that causes individuals affected by the condition to experience hindrances in relating to others. There are two parts to the application: the first is a mobile iOS app developed using Swift and the second is a website developed using PHP, CSS and JavaScript. The intended audience for the app are users with AS, but at the same time, the app could be used by any individuals hoping to develop their social skills. The website is to be used by a mentor figure. The project incorporates a mentor system in which a user can be supervised by a mentor that can function as a guide for users. While the app is primarily aimed for users, the website is aimed as a workspace for mentors. The purpose of the project is to enable users to gain a better understanding of human emotions, refine their communication skills and create note entries to keep track of any social encounters they may have struggled with.

Project Findings

Data gathered from research has presented a clear notion as to what the proposed application should be able to accomplish. The end-product is a mobile application capable of teaching users about facial expressions, human behaviour and can also be used to develop communication skills and create note entries for mentors to assess a user’s progress. Various testing methods exhibited a very positive response from all participants that tested the system. Usability Testing presented a positive outcome from both web and mobile platforms while Compatibility Testing ensured that the website can run unaffectedly across three modern browsers.

Chester Abellera
Creative Computing / Year 4