Checkpoint Case Study

ACCESSIBILITY DESIGN/RESEARCH/USER EXPERIENCE

MARCH 2019

 

Checkpoint Case Study

ACCESSIBILITY DESIGN/RESEARCH/USER EXPERIENCE

MARCH 2019

 

Checkpoint Case Study

ACCESSIBILITY DESIGN/RESEARCH/USER EXPERIENCE

MARCH 2019

CHECKPOINT - Enhanced Multi-Sensory Maps

TRUE PERSONS LOGO DESIGN

MARCH 2019 - Caleb Jones, Mike Rugo, Elyse Turton and Katlin Walsh

Why?

People have more navigation tools at their fingertips than ever before. However, travelling from point A to point B can still be a difficult and confusing process, especially for those with accessibility needs.

Public spaces such as nature trails, parks and beaches often use permanent 2D map directories that are inaccessible. Traditional 2D maps can be incomprehensible to people with permanent and/or temporary impairments such as learning impairments, vision impairments and even language barriers.

Checkpoint App

Mockup of the Checkpoint app navigating users through a nature trail with audio feedback. 

How?

Checkpoint was developed through iterative research, design and user testing, as well as, collaboration with peers and way-finding experts.

The 7 Universal Design Principles are foundational to the project, with a focus on “Flexibility in Use” to serve the broadest range of human diversity, regardless of age or ability. Checkpoint preserves the dignity of those with accessibility needs, by providing users with choices in the method of usage.

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Mockup of the map kiosk that helps users navigate way-finding through public spaces. Equipped with braille and capacitive touch sensors.

What?

Checkpoint is a multi-sensory map kiosk enhancement and checkpoint navigation app. It assists how people navigate, especially those with visual impairments.

Checkpoint works by enhancing map directories and equipping way-finding signs with sound, haptic feedback, textured surfaces, and tactile pavement, to aid those with accessibility needs. The accompanying Checkpoint app guides new users through a series of way-finding checkpoints.

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Mockup of bracelet accessory that uses haptic feedback to help users navigate through public areas.

Problem Space

Monolith Structure Example 3
Monolith Structure Example 2
Monolith Structure Example 1
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These monolith directories and mobile navigation portals aren’t accessible to those with accessibility needs. How are they supposed to navigate and use the maps?

DESIGN PROCESS

Visualization & Prototyping

Our designers were asked to conduct research on public way-finding, mobility, visual impairments, and anything that may impact way-finding for users. This information was then used to create basic personas for the next stage of creation.

Iterative Refinement

During the beginning of creative process, we began to conceptualize the direction we want to go in. We came up with several concepts which included way-finding, accessibility, and minimal user-engagement.

In order to gather a wider range of concepts, we asked our design team to diverge and create 8 crazy ideas each. Giving us a total of 32 individual ideas that we could then begin converging and begin the first iteration.

Brainstorming Sketches & Ideas

Iterative Refinement 1

Having the capability of directing users with existing technology was crucial to the brainstorming process.

Iterative Refinement 2

The ability to use an augmented interface to personalize the user experience was important to the designers.

Iterative Refinement 3

The directors emphasized the ability to show a basic map as a minimum viable concept for the proposal.

Iterative Refinement 4

Showing a more detailed description of directions while also keeping in mind accessibility was brought up as well.

First Iteration

The first iteration used a few components of the previous brainstorming and crazy 8 solutions. We focused on touch compatibility for those with accessibility needs. We conceptualized ideas around how to make the navigation as fluid as possible, while encouraging seamless interactions for both able and non-able participants.

As a result, our prototype demonstrated a key understanding of our strongest considerations, however, we still felt like something was missing; an understanding of our vision. To find this, we looked back to our visualization and prototyping.

First Iteration

Project Testing & Refinement

Project Testing & Refinement

We had to pivot here because our proposed concept had several misalignments with the key objectives we set initially for this project.

Basically the concept we had at this point in the project, was designed for non-public spaces (ie. malls, school campuses, airports, etc.) instead of the initial problem space of public areas (beaches, nature trails, parks, etc.). Monolithic structures in public spaces involve more constraints compared to non-public areas as they are often exposed to outdoor environments and not digitized/electronic.

Key Issues

1. Indoor Augmented Reality

Even when applied to indoor spaces, the concept is still misaligned by developing values towards the wrong targeted users. Also AR is not adopted as a standardized feature in smartphones, so using it would require more set up. This may appeal to a tech enthusiast but not necessarily to our target audience, which is the general public.

2. Internet Connection

We are dealing with an environment that doesn’t always have accessible internet connection. Even more so, using a way-finding AR web app would require a good amount of battery power from the users phone, a setup process, and ability to sync with the kiosk data, thus creating even more obstacles without actually assisting with way-finding.

User Flow

A final user flow was proposed based off of the previous rounds of user testing. This highly influenced the design submission mockups that were created.

User Flow

FINAL REFINEMENT

FINAL REFINEMENT

Solution

The final solution was inspired by the idea of “How can we improve the experience of way-finding in parks and trails for visually impaired people so that they can feel encouraged to enjoy recreational activities in public spaces”.

The group proposed a solution that aims to help those visually impaired, navigate more effectively through public spaces by adding on to the existing way-finding monolithic structures.

The solution includes a wearable device for the user and a system of monolithic hotspots in public spaces that will help guide way-finding through sound, haptic feedback and textured surfaces.

Direction Boards

The proposed project adds touch and sound elements to map directories alongside an app using GPS technology. Adding raised, tactile features will help users understand the map’s contents without relying on visuals.

Direction boards are often placed at crossroads, where there are multiple directions to navigate. These boards serve as checkpoints, providing users with knowledge that they are heading in the correct direction to their destination. To make the boards more accessible, they will include a speaker for relaying information as an audio, braille and textured surfaces on the ground to guide the user to the post.

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Mockup of direction board with touch and sound elements added.

map kiosk

Mockup of the kiosk map to help users navigate public spaces.

Kiosks

When a user touches an element on the map, capacitive touch sensors trigger a sound clip. The clip explains the location and description of the element and can connect to the users app. These features can be inexpensively implemented by incorporating microcontroller units and graphite paint in existing map kiosks. The capacitive touch enhances the accessibility of current directories, without the need to rely solely on touchscreen solutions.

A navigation app on the user’s own device improves the user experience of digital map solutions, while reducing the required cost of implementation. This phase originally made use of an NFC and GPS bracelet instead of a bracelet, but using one's own device is less expensive and easier for users since they already have the devices set up to their own liking. By using their own device, the app can tap into existing accessibility customizations that are already familiar the user.

Accessories

A wearable bracelet is specifically designed for navigation and way-finding using sound and haptics as a form of feedback. The device will have an NFC (Near Field Communication) and  signal synchronization technology (Bluetooth / Wifi hotspot) for communicating data with the monolithic structures in public spaces.

The bracelet idea proposed was later changed to support individual's phones and existing wearable devices. This created a more accessible project that allowed users to utilize a cost effective strategy.

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3D mockup
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