2 UX Researchers
2 UX Designers
1 Mentor
Strategizing the experience of mobility users to feel connected with app
5 Weeks
Oct 22' - Dec 22'
Discrimination, stigma, and stereotyping are just some of the challenges that disabled people face every single day. Beyond this viewpoint problem that society has, individuals with disabilities often struggle with a built environment that excludes them from everyday activities.
We believe in making accessible products which provide greater independence and autonomy, allowing users to fully participate in and engage with the digital world. Accessible products can also improve the overall user experience by making products easier to use for everyone, regardless of their abilities.
" Tourism strategies are mostly centered on economic principles, and less focused on long-term cultural and social development. "
" Before the pandemic, tourism worldwide was on the rise, but afterward, it declined by 74%, resulting in an estimated economic loss of 1.2 trillion dollars. "
3.6 million Americans with travel-limiting disabilities do not leave their homes because they are disabled or housebound.
After analyzing all the research data from secondary research, we found few insights about the disable people. These insights were based on where these people faced problem.
Assistive technologies are available for people with mobility impairments. But still people feel unsafe to travel and explore places.
The findings revealed that an improvement in the adaptation of assistive mobility systems would require a reduction in training time and avoidance of cognitive overload.
We sent out a user survey and interviewed 7 disabled people along with the users. We tried to keep our dimension of research varied so that it's possible for us to find the actual problem.
Well, I have had plenty of problems traveling in a wheelchair! Traveling is never 100% smooth for anyone.
It’s frightening to ask random people for help, especially from a lower point of view.
I always have to pay more while traveling .i.e for specially disabled people.
When I hear conversations about making airplanes accommodating, it feels like there’s a general, sympathetic shrug.
25.5 million Americans age 5 and older have self-reported travel-limiting disabilities. 13.4 million are age 18 to 64 and 11.2 million are age 65 and older.
Several groups of technologies might help people with disability-related transportation limitations, but people with disabilities use them less.
Regardless of age, people with disabilities travel by personal vehicles—as drivers or as passengers—for a smaller share of trips than people without disabilities.
7 out of 10 respondents with disabilities reduce their day-to-day travel because of their disabilities.
However, present literature and technologies appear insufficient to meet the needs and desires of this group of travelers.
As a result, as a team, we chose to focus on and bridge the gap shown by qualitative studies and interviews of persons with physical and mobility disabilities engaging in sustainable tourist experiences.
Our findings reflect conflicting perspectives on the risks and advantages of technological adoption. Major themes included artificial intelligence, the internet of things, the circular economy, big data, and augmented and virtual reality.
An application that is a combination of Augmented Reality technology and adding 360-degree views to create virtual & purely real environments in which the spectator sees the actual world while also seeing virtual elements stacked on top of it that interact with their own mobile devices.
Involvement of users and volunteers allowing them to share information and experience valuable insights.
- People who want to share their knowledge of local culture.
- Tourist guide with professional experience.
- Locals from remote areas can use the platform and contribute information.
Initially, we spent two weeks experimenting with different alternative approaches: AI, ML, virtual reality, and an app solution. We decided that utilizing virtual reality on a regular basis may be more of a burden than a benefit.
Because the same effects can be done with a simple smart phone app, we chose an app as our final solution platform to be augmented reality + 360 degree view.
We wanted to be realistic in what I could achieve given the time limitations, so we decided to focus the solution on 3 aspects of technology to help mobility-disabled people.
This section demonstrates the designed solution, from low-fidelity wireframes to a high-fidelity prototype. Figma was used as the design tool.
We designed some main screens wireframes that focused on users goals and would allow them to:
Problem: Users felt that they should be knowing who all are the trending creators, in 1st screen they open so that they can see the options open for live streaming video.
Solution: Adding this feature to home screen so that it is easily visible to users.
Problem: Users felt that they should be knowing at the details of live streaming videos before hand. They wanted this information at the point of the information provided when volunteer is starting the video.
Solution: Adding this feature to directly to volunteer starting live streaming feature. And giving users the freedom to use start video live soon after clicking start live.
All of these elements finally come together in the final designs.
- Learned how to cooperate with different UX designers team mates and highly experienced mentor, how to exchange ideas and give feedback to each other.
- Improved abilities of navigating ambiguity and defining scopes by thinking of pain points from user's perspective, rapidly iterating design solutions with target users, and keep communicating with teammates constantly.
80% of the users retained with good experience.
Received 4.2 out of 5 rating as per the survey conducted.
More heat maps were seen in this feature.
Partner and sponsorship from Indianapolis museum to bring this project to market and get more iterations in the future, as we do believe in the positive impact it will bring in Mobility disabled people and will help to resolve the accessibility problems.
3 Designers and 1 Mentor
6 Weeks
" Diabetes effects 29.1 million people around the globe, or approximately 1 out of every 11 people. "
" A report from the journal Diabetic Medicine has estimated that by 2035, diabetes will cost the NHS £17 billion a year. "
" About 283,000 Americans under age 20 are estimated to have diagnosed diabetes, approximately 0.35% of that population. "
Hence, to gain more insights we interviewed Dr. Jane via zoom call (Researcher in DEXCOM). The goal of this interview was to gain perspective from someone working in research field that is trying to solve the same problem, and figure out how our design could potentially join forces with the current existing products.
SUMMARIZING RESEARCH / KEY TAKEAWAYS
From all of the above research, we got to know that users were just given the product which can track or provide the insulin/medications according to glucose level.
Advance technologies are focusing more into the diabetes but not the side effects which are caused by it.
56% of people are unable to adopt to the system because of its high prices.
With the growth of technologies, users are still in doubt regarding the tracking of the glucose via glucosemeter.
By connecting the gap between the existing technologies and users needs we filtered various features which can be useful and applied in our further process.
Getting in detail of what can our app provide to address the problem.
Two new studies found that exercising 30 minutes a day reduces your risk of diabetes by 25 percent, and walking for 10 minutes after meals lowers your blood sugar by 22 percent.
Regular exercise and keeping a track of food intake is what we come up with and processed further for final product.
Initially, we spent two weeks experimenting with three alternative approaches: augmented reality, virtual reality, and an app solution. However, after considering the impacts, We decided that utilizing augmented or virtual reality on a regular basis may be more of a burden than a benefit.
Because the same effects can be done with a simple smart phone app, we chose an app as our final solution platform.