This blog was written by Isha Ghosh, student of Tanglin Trust School, Grade 10.
As part of my Design and Technology IGCSE course, I was tasked with a non-exam assessment to create a product based on one of three prompts: educational toys and games, eating away from home, or helping in sports. The first option, educational toys and games, stood out to me because I wanted to use product design to help children learn.
After brainstorming, I decided to focus on an area with fewer existing resources: learning differences. I researched dysgraphia, dyscalculia, and other conditions before narrowing my project to one of the most common learning challenges: dyslexia.
Partnering with DAS to Understand Dyslexia
Knowing a few people with dyslexia, I had a general idea of how it affects children, but I wanted to learn more in order to design a truly effective tool. My search led me to DAS, the leading organisation supporting individuals with dyslexia in Singapore.
I reached out online to Dr Geetha Shantha Ram, Director of General Management at DAS, who kindly connected me with Ms Janitha in July 2024. She became my mentor throughout the project, guiding me with insights and feedback during multiple meetings and discussions.
Our very first session helped me understand how dyslexia impacts reading and literacy skills, and what features would make an educational tool both accessible and engaging for young learners.
From Concept to Prototype
In October, after gathering survey feedback from both DAS students and my own school, I designed and sketched three possible manipulatives for dyslexia support. Together with Ms Janitha, we selected the most promising idea: a game inspired by Connect Four, but adapted to support spelling and phonics practice.
Some of the design features I incorporated were:
- Purple tiles with images to support visual learning
- Dyslexia-friendly fonts for better readability
- Colour-coordinated tiles for easier identification
- Thermochromic vowel tiles that change colour when held, creating a multisensory learning experience
From November to March, I worked on the design using Fusion360 (CAD) and brought it to life with 3D printing (CAM). I also tested prototypes with children in my school, gathering feedback to improve usability and engagement.
Presenting Spell Blast
By late March, I had completed my final product, which I presented to Ms Janitha. She provided detailed feedback on how the manipulative could be refined to better support children with dyslexia. I documented this in my report and submitted the project in April.
The final result was Spell Blast. AÂ colourful, interactive manipulative designed to make literacy practice more engaging for children who learn differently.
This experience showed me how design and technology can be applied to solve real-world challenges. It encouraged me to think not just about aesthetics, but also about accessibility, inclusion, and impact.
Working with DAS and designing for children with dyslexia has been one of the most rewarding projects I’ve ever done. I am proud that my manipulative will contribute, even in a small way, to making learning more enjoyable and meaningful for students at DAS.
I am grateful to DAS and Ms Janitha for guiding me through this journey and giving me the opportunity to design for inclusion.


