Meadow
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Meadow Portal · M1 Deliverable · Interaction Design

Me — The Child’s Avatar

The first thing a child sees in Meadow is themselves. The first thing they do is say “I’m here.”
Identity & emotional expression
Bottom-left anchor · Every screen
13 feelings · One-tap speech + sign
May 2026
01 The Insight
Whose voice is this?

Most AAC apps are tools. Meadow is the child’s place.

Traditional AAC devices present a grid of words. The child is absent from the screen — a user operating a tool, not a person inhabiting a world. Meadow puts the child in the experience. Their avatar is front and center, on every screen, in every routine. The message: this is YOUR voice.

For pre-verbal children who are still forming a sense of communicative identity, seeing themselves at the center of the screen is not decoration. It’s the foundation of ownership. “This app speaks for me” starts with “I can see myself in this app.”

GRID
Traditional AAC
Child is absent
ðŸ‘Ī
Meadow
Child is present
02 First Communicative Act

The first thing a child does in Meadow is create themselves

Avatar creation is the onboarding experience. Before any words, before any scenes, the child makes a choice about who they are in this world. That’s a communicative act — the first one the app asks for.

1
ðŸ“ļ

Take a Photo

The caregiver takes a photo of the child (or selects from camera roll). Core Image on-device processing creates a stylized, warm version of the child’s face. No server round-trip, no cloud processing, no data leaves the iPad.

2
ðŸŽĻ

Or Pick a Character

Preset character picker as fallback — for families who prefer not to use a photo, or when the child wants to be a bear, or a flower, or a star. The character selection is itself a communicative choice.

3
ðŸ‘Ī

“That’s Me!”

The avatar appears at the bottom-left of the compass frame. The companion waves hello. TTS speaks: “Hi! Welcome to Meadow!” The child sees themselves in the app for the first time. They’re home.

Why photo-based

Children with developmental delays often have difficulty with symbolic representation. A stylized photo of their own face creates the strongest possible identity link between the child and the app. Abstract avatars work for neurotypical adults — but this population benefits from concrete, recognizable self-representation. The preset picker exists as a respectful alternative, not a substitute.

03 Always Present

Bottom-left corner. Every screen. Every mode.

The avatar is the one thing that never moves, never hides, and never changes position. Routines change, scenes change, words change — but the child is always there. This is the spatial anchor that tells a pre-verbal child: you are always part of this.

The avatar’s position in the bottom-left corner is deliberate: it’s the natural resting area for the left hand on an iPad, easy to reach, and spatially distinct from the companion (bottom-right) and the action verbs (center).

📍

Fixed Position

Bottom-left corner across every screen. Predictability builds spatial memory.

âĪïļ

Feelings Gateway

One tap opens the feelings tray. The child’s emotional voice is always one touch away.

🔒

Never Gated

No parent gate on the avatar or feelings. Emotional expression is never restricted.

🌐

Cross-Mode

Present during communication, engagement mode, and grid view. Always accessible.

ðŸ‘Ī
Bottom-left anchor
Persistent · Every screen
04 The Feelings Tray

One tap to say how you feel

Tap the avatar, and the feelings tray slides up. Thirteen emotions as large tappable tiles, with “I love you” anchored at the top. Every feeling fires speech and sign immediately — no conversation loop, no follow-up prompts. Expressing a feeling is the whole point.

13
Feelings
1
Tap to speak
+1
“I love you”
0
Gates or delays

The tray slides up from the avatar’s position and overlays the bottom portion of the scene. The compass frame’s core words remain visible above the tray — the child can interleave feelings with communication at any time. Tapping outside the tray (or tapping the avatar again) dismisses it.

Why feelings are immediate

Tapping “sad” speaks “I’m sad” immediately. It does not open a conversation about sadness. It does not prompt “Why are you sad?” or offer follow-ups. For a distressed pre-verbal child, the therapeutic value is in the expression itself — being heard. Forcing a conversation loop around feelings would gate emotional expression behind cognitive load, which is exactly backwards for this population.

Tap the avatar → feelings tray slides up
ðŸĨ°
I love you
😊
happy
ðŸ˜Ē
sad
😠
mad
ðŸ˜Ļ
scared
ðŸĪ•
hurt
ðŸ˜ī
tired
ðŸ―ïļ
hungry
ðŸĨĪ
thirsty
ðŸĪ’
sick
ðŸĪĐ
excited
ðŸ˜ē
surprised
ðŸ˜Ī
frustrated
ðŸĪŠ
silly
ðŸ‘Ī
Live mockup — Feelings tray with “I love you” anchor and 13 emotion tiles
05 Clinical Grounding

Built on identity and emotional development research

The avatar isn’t a fun extra. Every design choice maps to research on self-representation, emotional expression, and AAC engagement in young children.

🊞

Self-Representation

Children who see a representation of themselves in AAC systems show higher engagement and faster adoption rates. The avatar transforms the app from an external tool into a personal possession.

AAC ownership & identity — Light & McNaughton, 2014
💛

Emotional Vocabulary First

Feelings words are among the most functionally important in early communication. “Hurt” and “scared” aren’t just expressive — they’re safety-critical. Immediate access without navigation depth is essential.

Core vocabulary research — Banajee, Dicarlo & Stricklin, 2003
🧠

Immediate Output

For emotional expression, the therapeutic value is in the act of expression itself. Gating feelings behind conversation prompts adds cognitive load to an already distressed child. One tap = one feeling spoken = the child is heard.

Emotional communication in AAC — Therrien & Light, 2018
🔄

Spatial Consistency

Motor planning is a significant barrier for this population. A fixed avatar position across every screen reduces the motor planning demand to zero — the child always knows where “me” is.

Motor planning in AAC — consistent layout reduces access time
06 What This Is & Isn’t

Clear boundaries

The avatar is designed with specific clinical intent. It’s important to be clear about what it is not.

ðŸšŦðŸŽŪ

Not a game avatar

No leveling up, no outfit collecting, no customization marketplace. This is a communication identity, not a game character.

ðŸšŦðŸ—Ģïļ

Not a conversation partner

The avatar doesn’t talk back. It represents the child’s voice — outbound communication, not a dialogue.

ðŸšŦðŸ“ą

Not a profile picture

It’s not a settings-page avatar. It’s a persistent, interactive element on every screen of the app.

ðŸšŦ🔐

Not gated

The avatar and feelings tray have no parent gate. A distressed child must never be blocked from expressing how they feel.

ðŸ‘Ī

What it is: the child’s presence

The avatar says “you are here, you matter, and this is your voice.” It’s the visual anchor that transforms Meadow from a speech device into a world the child inhabits. Tapping it — opening the feelings tray, seeing their own face — is an act of self-expression that requires no words at all. The avatar is communication before communication begins.

07 Accessibility

The most important button is the most accessible one

The avatar and feelings tray are designed for every input method from day one.

🔊
VoiceOver: “Me. Double-tap to open feelings.”
🎛ïļ
Switch Control: avatar is primary focus in bottom scan group
👆
60pt+ touch target on avatar and all feeling tiles
⏱ïļ
Feelings tray stays open until dismissed — no timeout

Why no timeout

A child using Switch Control may need 15–30 seconds to scan through 14 feeling tiles. A timeout would dismiss the tray before they reach their target emotion. The feelings tray persists until the child taps a feeling (which fires speech) or explicitly dismisses it (taps outside or taps the avatar again). Emotional expression is never time-limited.