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AR Indoor Wayfinding

for users who are blind or low vision (BLV). 

 

🇸🇬 In 2021, I designed a IoT-enabled Kitchen to help chefs with visual impairments navigate their workspace independently. It was exciting to see that my design help raised 50K to launch a new cafe in January 2023. 🎉, featured on Channel News Asia︎︎︎



🇺🇸  Today, on the other side of the world, I have the unique opportunity to develop my design and help users navigate larger and complex indoor spaces using augmented reality (AR) at Carnegie Mellon’s Transportation Bots and Disability Lab.

Role
UX designer









Features


Team
3 Designers, 2 Researchers, 1 Engineer

Duration
3 months




Clock-face Input and Voice guidance

Tapping on a specific location or point of interest could trigger an audio description of that location or object.










Modular UI with predefined functions

Customizable widgets gives users the flexibility to adapt their system to unique needs e.g left hand/ right hand







Recent / Saved Locations

Users can save and easily return to specific locations or favorite places of interests.














Light / Dark / High Contrast UI

Individuals with low vision may find it easier to read text in high contrast mode. On the other hand, individuals with photosensitivity prefer dark mode.










User scenario

Background

Existing solutions in the market are two-dimensional, and are not context-aware.


A commonly-used user interface is a 2D floor map with a route to the destination. However, users struggle to make a connection between the real environment and the 2D map. An augmented reality-based navigation system, which posts navigation instructions on the screen of real-world environments for ease of use.

AR as a novel approach for wayfinding.





Market Solution

AR






Usability testing

Identified critical usability issues


1. Overwhelming auditory cues.


Sound delivers messages in a linear and sequential fashion, and the system announces all objects detected in the frame. This can be problematic when the area is cluttered, leading to auditory overload.

2. Lack of allocentric awareness.


Objects identified often overlapped one another due to differences in distance and depth, making it hard to make sense of surroundings.








User research

User interviews


1. More than just going from point A to B


When users are going from point A to  B, they often stop by other areas on the way such as bathrooms, water fountains or simply to explore a new environment. 

2. Autonomy


Users want to customize types of information that are provided and the level of detail provided. Some users may prefer detailed information about their surroundings, while others may prefer a more general overview.





Iteration

Greater flexibility through multi-modal inputs.


1. Haptics

Provide users with information of their surroundings using clockface input.

2. Visuals

give users flexibility to detour and return to original path using waypoints.

3. Voice

Personalizing the UI to cater to users’ specific needs.



[Usability testing in progress] Check back for more updates!