Sensory cards, cushions, buttons and column
The space is designed in the form of a castle, inside which external stimuli are reduced. The tent has a soft floor, and in the central part there is a control module (base) that controls the reproduction of sensor scenes that provide a unique visual and auditory input.
Sensory cards - where the story begins
We manage SENcastle with the help of sensory cards. The sensory card just needs to be placed against the base to activate different sensory scenes.
Sensory cards are divided into six groups which include: relaxation and arousal, educational content time orientation, emotions, sensory demanding social situations and interactive cards
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This group consists of three cards that facilitate an easier understanding of concepts related to time orientation
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This set includes 7 interactive SENcastle cards that allow recording sets of messages and interactive user participation, promoting better concentration and understanding cause-and-effect relationships
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Children often require sensory input that will stimulate or calm their sensory systems. This customized type of input is facilitated by the use of sensory scenes within these 6 cards
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We created this card to help children recognize but also name their own and others’ emotions more easily
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A set of 12 cards covers areas such as animals, modes of transportation, and musical instruments, facilitating their adoption in a fun way
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13 sensory cards help children prepare for demanding social situations such as going to the doctor, hairdresser, or staying in a store and theater
Well, sensory cushions are one of the features that makes SENcastle experience great.
Each of the previously mentioned cards can be supplemented with the cushions found inside the SENcastle. Give a child the opportunity to choose where to sit, how to position themselves, whether in a sitting, semi-reclining or lying position, or even upside down to satisfy their sensory needs.
Sensory cushions embracing good feelings
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This cushion contains various sound elements, providing a unique auditory experience.
The components within the cushion are grouped into three parts, allowing the user to choose how much auditory input they want.
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This sensory cushion offers sensory experiences from the softest to the roughest textures through different tactile structures and enables repetitive receipt of targeted tactile sensory input.
In addition, this cushion can be used in moments of calming, redirecting attention so that the child receives the targeted tactile sensory input based on their preferences.
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The cushion simultaneously provides auditory and proprioceptive input.
Shifting the weight from one part to another creates a sensation of heaviness, and the filling inside the cushion produces a unique sound effect when the cushion is turned or shaken.
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Through various textures representing parts of a house and environment, one can tell a story while providing the child with tactile input.
This cushion exemplifies the various structures a child might encounter in their everyday living environment.
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With its heavier filling, this cushion provides proprioceptive input. Lifting it, placing it over the legs, or applying it through deep massage also prevents potential undesirable behaviors.
It simultaneously allows for greater attention and better focus on the following activity for some children.
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Vibrations are emitted upon gentle pressure in the center of the cushion, providing vestibular and proprioceptive input.
Many children in distress prefer this type of sensory input, and its use can prevent the emergence of undesirable behaviors.
Check the video about SENcastle cushions and SENcastle blanket.
Central column and buttons - sound and light of SENcastle
Sencastle's interior is primarily characterized by spaciousness and adjustable light control while staying inside of it. In the center of SENcastle is a base with buttons for controlling sound playback and a central column that can change colors and additional visual effects, creating a unique atmosphere within the SENcastle and capturing the user's attention.