Mihaela Chiselita

Feelscape

Feelscape

Feelscape

A tactile, audio-enhanced learning toy designed to support spatial exploration for visually impaired children aged 4–6.

A tactile, audio-enhanced learning toy designed to support spatial exploration for visually impaired children aged 4–6.

A tactile, audio-enhanced learning toy designed to support spatial exploration for visually impaired children aged 4–6.

A mockup of a project logo
A mockup of a project logo

This case study explores the design of Feelscape, an interactive toy supporting sensory learning for visually impaired children aged 4–6. Serving an estimated 2,000–3,000 visually impaired children in the Netherlands, Feelscape addresses the need for inclusive, educational play experiences.

Client:

AUAS

My Role:

UX Designer, Product Designer

Year:

2024

Service Provided:

Product Design, Art Direction, UX research

The Challenge

In The Netherlands, thousands of children between the ages of four and six live with visual impairments. Most early learning materials rely heavily on sight or Braille—but at this age, many children haven’t learned Braille yet. This creates a significant gap in tools that are both inclusive and developmentally appropriate. I wanted to explore how we might design a learning experience that encourages independence through touch and sound—without relying on vision or literacy.


My Approach

Feelscape is a screen-free, non-Braille learning toy that helps visually impaired children build spatial understanding and confidence. The concept revolves around a fictional Dutch city, brought to life through tactile 3D-printed tiles and simple audio storytelling. Children explore different zones—parks, homes, shops—using their hands, while each interaction triggers a short, engaging narrative.

Our aim was to create something playful, safe, and intuitive—designed for the way blind children actually experience the world, not how we expect them to.

I focused on designing the audio-narrative experience, shaping the user flow, and contributing to content strategy. While my teammates led the 3D prototyping, I made sure each story worked seamlessly with the physical interaction and stayed grounded in how children learn through repetition and sensory contrast.

The Process

We began with secondary research into sensory education and early childhood accessibility. To better understand user needs, we interviewed a visually impaired guide at MuZIEum in Nijmegen. Their insights made it clear that routine, texture, and sound form the foundation of spatial learning for blind children.

I translated this into a storytelling-first structure, writing simple narratives that mapped directly to each physical tile. Through testing and critique, we refined our tone, reduced cognitive load, and removed features that distracted from the core sensory learning goals.

The Process

We began with secondary research into sensory education and early childhood accessibility. To better understand user needs, we interviewed a visually impaired guide at MuZIEum in Nijmegen. Their insights made it clear that routine, texture, and sound form the foundation of spatial learning for blind children.

I translated this into a storytelling-first structure, writing simple narratives that mapped directly to each physical tile. Through testing and critique, we refined our tone, reduced cognitive load, and removed features that distracted from the core sensory learning goals.

Key Features

The city is built from modular tiles—each one textured, safe to explore, and thematically distinct. Audio stories accompany each tile and are designed to feel friendly, warm, and open-ended. There’s no screen, no written language, and no need for adult supervision. The format is scalable, allowing for new “neighborhoods” or themes to be added over time.


My Role

I co-led the design process, shaped the user interaction flow, and wrote the narrative content for each city zone. I also contributed to research synthesis, led interviews, and helped evaluate material and tactile feedback alongside my team.

Key Features

The city is built from modular tiles—each one textured, safe to explore, and thematically distinct. Audio stories accompany each tile and are designed to feel friendly, warm, and open-ended. There’s no screen, no written language, and no need for adult supervision. The format is scalable, allowing for new “neighborhoods” or themes to be added over time.


My Role

I co-led the design process, shaped the user interaction flow, and wrote the narrative content for each city zone. I also contributed to research synthesis, led interviews, and helped evaluate material and tactile feedback alongside my team.

Outcome

The final prototype is a tactile city map paired with a library of short, accessible stories. It functions as both a toy and a learning tool—encouraging exploration, spatial awareness, and independence. The project received strong feedback from educators and accessibility mentors and is well-positioned for future development or pilot testing.


Takeaway

Feelscape taught me how to design with empathy, not assumption. I learned to translate abstract research into a real, sensory-rich experience for an audience that’s too often excluded from play. The result isn’t just inclusive—it’s joyful, gentle, and made with care.