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Drowning in Love
My wife is trying to drown her troubles.
The joke’s on her, I know how to swim.
Spoons
Neuro-divergence is one of the least discussed disabilities from a technical and design perspective. Sensory and motor disabilities have detailed technical requirements for assistive technology. But that kind of guidance is more sparse for neuro-divergent users. Their needs are incredibly diverse, and they don’t typically rely on standardized accommodations like screen readers or other dedicated tools. Unlike deaf or hard-of-hearing users, you can't just add captions and call it accessible. Neurodivergence includes ADHD, Dyslexia, Autism. It doesn’t have a neat set of assistive technologies attached to it, which means there very few specs to follow when building software that truly supports neuro-divergent customers.
Reading Ruler
When I was working on Kindle, I helped create something called the Reading Ruler. It helps readers keep their place when shifting focus to the next line of the text. It is a digital version of the old “ruler on the page” method you might have seen a young or older reader use. It’s simple, but effective in helping people keep their place in long pages of text. The feature speeds up reading and reduces frustration for a lot of customers.

That experience stuck with me because it was one of my first insights into the world of accessibility and revealed how supporting customers with disabilities depends on being able to adopt their perspective. A few weeks ago, I wrote about how games can be great training for accessibility design. The same principle applies here. Games are full of examples where designers have to anticipate what someone might forget, overlook, or struggle to understand.
Forest For the Trees
For instance, I play a card game called Forest with someone who consistently forgets to draw a card after they play one. The turn structure could not be simpler: play a card, then draw a card. And yet both of us still sometimes forget. Even “obvious” steps get lost when your attention is pulled in different directions. That’s why many modern card and board games include reminder cards or turn-order aids. They’re tiny tools, but they reduce cognitive load and keep players from feeling lost. The best designs don't need these aids at all. In the best case, the next steps are obvious given the current conditions.

Once you start noticing it, you realize that writing game rules is really technical writing. Designers aren’t just inventing mechanics. They’re balancing complexity, comprehension, memory, and flow. They’re constantly thinking: How many things is a player holding in their head at once? What’s the minimum someone must remember to keep the game moving? How easy is it to forget a step and can the game recover if a step is forgotten. This video does a great job explaining how to think about balancing cognitive load. It isn’t about disability directly, but the core idea of managing cognitive load is absolutely relevant.
The Spoons Are Too Big
If game design feels too abstract, think about cooks in a restaurant during the dinner rush. They’re preparing multiple dishes simultaneously, sequencing them so a table’s food is ready together, tracking substitutions and allergies, and mentally checking ingredient levels. They’re coordinating with other kitchen staff, listening for new orders as they come in, prioritizing on the fly, and all the while making sure nothing burns. It's a big stack of things to keep track of.
That stack is what many neuro-divergent folks experience not just in special situations, but with everyday activities. Spoon Theory tries to explain this. Created by disability advocate Christine Miserandino in 2003, it frames a person's daily energy as a limited number of “spoons.” Every task uses a spoon. When you’re out of spoons, you’re done. No matter what’s left on the list you're at the point of fatigue. Many people have enough spoons (or ways to recharge them) that they barely notice the drain. But for some neuro-divergent people, their limited number of spoons runs out fast, and tracking how many they’ve used helps them understand why they’re exhausted by things others don’t think twice about.
This connects directly to accessible software design for neuro-divergent users. When we create software, we’re deciding, sometimes unintentionally, how many spoons it takes to get something done. How much working memory are we demanding? How much information does someone have to remember? If we pile on too many things for a user has to keep track of, mistakes happen. People slow down. They get frustrated. They abandon tasks. Cognitive load is a usability challenge that needs to be overcome by anyone making a product.
Practical steps
So how do we build better for neuro-divergent users? A lot of it comes down to allowing for customization and keeping track of spoons. Many users already know what helps them, and they’ve configured their devices or browsers accordingly. Our job is to honor those preferences. Here are a few areas to consider:
Reduce Motion – Autoplaying videos, animations, and parallax scrolling can be distracting or even nauseating. Mobile devices and browsers already have reduced-motion settings, so respond to those instead of reinventing them.
Fonts and spacing – Use relative units and ensure text reflows properly so users can adjust line, paragraph, and letter spacing to what works best for them.
Ragged right vs. justified – Justified text can make tracking lines harder due to uneven spacing and identical line lengths. Ragged right often improves readability.
Reading level – Aim for a 5th–8th grade reading level for most content. This helps neuro-divergent users, early readers, and people reading in a non-native language.
Color and brightness – Let users adjust colors or at least support system dark mode. Comfortable contrast reduces cognitive load as people read and comprehend.
Remember Information - Don't require entering and re-entering information. If you already know the user's name and email address, auto fill those parts of your form to keep from using up another spoon.
Building for everyone means building for people whose preferences and needs aren’t the same as ours. When we design with neuro-divergent users in mind, we make the experience better for everyone, not just a subset of users. Many users who encounter barriers don’t consider themselves disabled and they’ll blame themselves for not “getting it.” Offering customization and reducing cognitive load gives all our customers a better chance of feeling successful, supported, and delighted when they use our products.
Relevant Links
For more about building for neuro-divergent users and the Spoon Theory, checkout these resources
Cognitive Load in Tabletop RPGs - This 5 minute video gives a good mental model for cognitive load.
Wikipedia Spoon Theory - Spoon theory is a way to think about how neuro-divergent users use up a finite amount of energy to complete their daily tasks.
Kindle Reading Ruler - A digital version of using a physical ruler to keep your place in a book.
Web Content Accessibility Guidelines (WCAG) - The gold standard for web accessibility technical requirements.
What I’m Hyping Right Now
Thanksgiving is done and dusted and that means the starting gun has fired for holiday shopping. If you’re looking for ideas, I’ve asked my daughter (age 12) to list her top 3 games we’ve played together this year.
I’ve long been a player of “The World’s Greatest Roleplaying Game” and have made a few attempts at introducing my daughter to it (at her request). This starter box is sticking for her.
The latest starter set (there have been many) makes the game very easy to pick up. It uses a lot of board game design features (tokens, cards, etc…) to make getting into the game fast and easy. My daughter is already asking what adventures her character can have after we’re done with this one.
Castle Panic is a cooperative game about defending your castle from hordes of goblins, orcs and trolls. Because it’s cooperative you can work together to figure out the likely best plan to keep your castle safe, but there’s enough randomness that you can’t ever be certain.
It’s a good engine for teaching planning and thinking ahead. It’s tuned very well so that it’s never easy and victory feels well-earned.
Forest is a game that we’ve been enjoying all year. It’s an easy game to learn as long as you can count to seven. It’s quick to play so you can get lots of games in. My daughter usually doesn’t enjoy competitive games, preferring anything that is cooperative. But Forest is the exception to her rule. It’s one of the only competitive games my daughter enjoys and actually asks to play.
The other benefit is that this game is smaller than a regular deck of playing cards and so it’s easy to toss into a small backpack, take wherever you go, and pull out at a moment’s notice. Trains, boats, and restaurants all become a great place to play Forest.
Swanklyosaurus
The Swanklyosaurus was born of Thalan Wymefeather. A result of the Arcanavian Artificer's misguided attempt to create an elegant way to travel. After years of coaxing druidic magic into the bones of an dinosaur egg, and weaving avian essence through it, the mage expected a regal servant as graceful as a swan, and resilient as stone. What hatched instead was a creature with shimmering white plumage draped over a squat, boulder-like frame, a sweeping neck ending in a beak capable of snapping spear shafts, and a tail-club adorned heavy as a battering ram. Terrified of its mismatched majesty, the wizard abandoned it in a cave.
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