Project Category

Partnership

Mobile App Design

Accessibility Design

My role

UX Designer

Design System

Product

Onboarding app for a mobility aid device

Timeline

4 months

Team

3 UX Designers, 2 graphic designers


Sierra Biddulph, Annabelle Neher, Osasere Ojo, Gracie Wade, Quan Le

Onboarding for Blind and Low Vision Users

A digital experience that empowers Blind and Low-Vision users to navigate with ease and independence.

Glidance is a company found in 2023. They developed Glide, an AI-powered mobility aid designed to assist blind and low vision (BLV) users in navigating independently.

In January 2024, I had an opportunity to collaborate with Glidance and designed their first companion app to streamline the onboarding experience for BLV users.

The Glide device was featured on NBC's Today Show and having been selected as one of NBC’s The Today Show’s Most Favorite Products from the Consumer Electronics Show (CES) 2025.

Check out the video below for detail.

Video of the NBC's Today Show, featuring Glidance

Problem

Glidance is launching a mobility aid device for people with vision impairments. They need an app to onboard their users and help them learn more about the product. Given Glidance's unique user group, our goal is to create an intuitive onboarding experience that empowers blind and low-vision users to unlock the full potential of their device.

Key Results

400+

initial concepts and original ideas

42

UI screens delivered to Glidance

10

Empathy and Discovery Workshops

04

usability testings with BLV users

A colleague wearing visual simulation goggles to simulate the blind experience

Discovery

Stepping into the world of Blind and Low Vision

We started the project without any knowledge about blindness and low vision conditions.

We faced 3 main challenges

1

None of us had prior knowledge about blindness and other vision losses.

2

The BLV user group is almost inaccessible, especially blind individuals.

3

Limited online resources on developing and testing an app for BLV users.

We initially assumed that blindness is a complete darkness. However, it's more complicated than that. The definition of blindness can range from not seeing anything at all to having some degree of vision loss.

To better understand and build empathy with our user, we conducted many workshops and user interviews to put ourselves in the shoes of BLV individuals. These workshops not only shred the light on their day to day life but also revealed the obstacles they encounter everyday.

Research

How we build empathy with users

I blindfolded myself and used VoiceOver to navigate common apps from the user's perspective.

Blind and low-vision individuals use apps and social media just as much as sighted users. To navigate mobile apps, they rely on VoiceOver, the built-in screen reader on iOS devices. By moving their fingers across the screen, they listen as their phone reads information aloud.

To better understand how they interact with this feature, I blindfolded myself and used VoiceOver, immersing myself in their experience firsthand

Video of me navigating Starbucks App using VoiceOver

I've learned that conventional designs don’t always work for unconventional users. To make an app accessible for screen readers, I found some best practices:

1

A well-structured content with clear headers is essential for an effective VoiceOver navigation

2

Visual elements and animations are often inaccessible when using screen readers

3

Consistent interface patterns help build users confidence in navigating an app

I blindfolded myself and used VoiceOver to navigate common apps from the user's perspective.

Blind and low-vision individuals use apps and social media just as much as sighted users. To navigate mobile apps, they rely on VoiceOver, the built-in screen reader on iOS devices. By moving their fingers across the screen, they listen as their phone reads information aloud.

To better understand how they interact with this feature, I blindfolded myself and used VoiceOver, immersing myself in their experience firsthand

Video of me navigating Starbucks App using VoiceOver

I've learned that conventional designs don’t always work for unconventional users. To make an app accessible for screen readers, I found some best practices:

1

A well-structured content with clear headers is essential for an effective VoiceOver navigation

2

Visual elements and animations are often inaccessible when using screen readers

3

Consistent interface patterns help build users confidence in navigating an app

Research

Learning from the Life Experience of a Blind User

Being blind doesn’t mean a person sees only darkness. Blindness exists on a spectrum, and navigating the digital environment is just as important as navigating the physical world

During our discovery workshop, I had the opportunity to meet Ethan Ligon, an MFA student in Interaction Design at the University of North Texas, who was born blind and is also tech-savvy.

Ethan and his mother, Lesley Ligon, joined us to share their unique experiences and perspectives, offering invaluable insights into how blind individuals navigate and perceive the world around them.

Their stories were extremely impactful and have inspired us to be accessibility advocates.

Ethan and his Mother in the Braille workshop

Experiencing navigating with a cane

Ethan introducing a braille reader

Being blind doesn’t mean a person sees only darkness. Blindness exists on a spectrum, and navigating the digital environment is just as important as navigating the physical world

During our discovery workshop, I had the opportunity to meet Ethan Ligon, an MFA student in Interaction Design at the University of North Texas, who was born blind and is also tech-savvy.

Ethan and his mother, Lesley Ligon, joined us to share their unique experiences and perspectives, offering invaluable insights into how blind individuals navigate and perceive the world around them.

Their stories were extremely impactful and have inspired us to be accessibility advocates.

Ethan and his Mother in the Braille workshop

Experiencing navigating with a cane

Ethan introducing a braille reader

Research

Putting insights together

To further discover user pain points and opportunities, we build 5 journey maps based on 400+ survey respondents, representing 5 distinct personas

Journey Map Draft from a Whiteboarding Session

Based on feedback from over 400 survey participants, Glidance provided us with 5 personas representing their target users, each with unique needs and pain points.

5 personas representing Glidance's target users

1

Safety Sally - seeks comfort

2

Independence Alice - craves freedom

3

Spontaneous Sam - wants to break his routine

3

Explorer George - wants to push the limit

3

Advocate Ann - strives for empowerment

We created 5 Journey Maps to visualize what each user would go through across 3 stages: LEARN, USE, and INTEGRATE.

These stages uncover 10 key actions: Discover, Learn, Evaluate, Decide, Purchase, Unbox, Onboard, Daily Use, Support, and Loyalty.

By visualizing each persona's interactions, needs, and pain points, we uncovered critical touchpoints and opportunities for potential solution.

User Journey Maps (Glidance Confidential)

Goals

Aligning User Goal and Business Goal

A successful business is built on user success. By listening to both users and stakeholders, we design solutions that not only address user needs but also drive business growth

Process update call with Glidance team

User goal

User goal

Mobility Independence

Mobility Independence

Business goal

Business goal

Develop an app that helps BLV users to onboard their Glide device and motivate them to unlock its full potentials

Develop an app that helps BLV users to onboard their Glide device and motivate them to unlock its full potentials

We chose the most impactful and feasible concepts among over 800 original ideas

We chose the most impactful and feasible concepts among over 800 original ideas

Low-fidelity wireframe sketches

Learning through audio with accessible navigation

Design with Screen-reader-friendly practices, Allowing blind users to navigate with ease and confidence.

Visual preferences accommodate a wide range of vision conditions

Large text is the default setting for users with low vision, ensuring better readability and accessibility.

Design with Screen Reader and Accessibility Best Practices

Video transcript provides more clarity in accessing the content

Accessible buttons for audio navigation

Easy-to-navigate instruction with a clear header and button

Progress indicator tells users how far they are in the process

Estimated play time tells users how long it will take to finish the content, minimizing uncertainty

Large text for users with low vision

Large, distinct button with an outline for color-blind users

Balanced contrast to minimize eye strain

Clear heading for screen reader navigation, succinctly describing the content

Estimated play time tells users how long it will take to finish the content, minimizing uncertainty

High-Fidelity Prototype of the Learning Page

High-Fidelity Wireframes with Dev Notes to Keep Designers and Developers in Sync

High-fidelity Wireframes with Dev notes

Validating the design by testing Prototype using the Wizard of Oz Method

The Wizard of Oz testing with a BLV user

To validate the design, we conducted usability testing at each checkpoint using the Wizard of Oz method. Since we had a unique user group and the prototype specifically designed for screen readers, this approach allowed us to quickly test the design without coding and programming constraints, enhancing efficiency and expediting the process.

The Wizard of Oz method is a moderated research method in which  a user interacts with an interface that appears to be autonomous but is (fully or partially) controlled by a human.
(Nielsen Norman Group)

Ideate

From more than 800 ideas to 42 final screen concepts

From more than 800 ideas to 42 final screen concepts

Ideate

Brainstorming through rapid ideation

Innovation comes with creativity, we created 800+ initial concept using crazy 8's method covering entire in-app experience from Before Device Arrive to Learning the Device

By using Crazy 8s, my team and I generated over 800 creative ideas to design a comprehensive in-app experience. The ideation process covered 5 key phases: Logging In, Before Device Arrives, Device Arrives, Learning Device, and Community, reflecting a comprehensive in-app experience.

Crazy 8s Brainstorming Panel

Evaluate

Identifying the Quick Wins

To ensure our concepts were achievable and innovative, we evaluated them using the Impact & Feasibility Matrix, choosing 12 impactful features

This approach allowed us to prioritize concepts based on their potential value and implementation complexity, ensuring that our design choices were both innovative and practical.

Feasibility Matrix

The following are the top 12 features that meet the High-Impact, High-Feasibility criteria

1

User Profile Setup

2

Facial Recognition Login

3

Voice Command

4

Audio Feedback

5

Obstacle Training Simulator

6

Swipe-Based Navigation

7

Interactive Device Walkthrough

8

Tutorial Videos Hub

9

Be My Eyes Integration

10

Haptic Feedback

11

Route Sharing Feature

12

Distance Challenge Mode

Analyze

Competitive Analysis

We learned industry standard and best practices by conducting Competitive Analysis of the WeWalk App

WeWalk, a companion app to a smart walking cane

WeWalk, a companion app to a smart walking cane

Our Competitive Analysis focused on identifying patterns and best practices in accessible design for blind and low-vision users.

We conducted a detailed assessment of WeWalk App, a competitor offering a similar product, to analyze their platform's accessibility and user experience

Since there was no industry standard, we navigated the app with the screen reader, especially the Onboarding Process to simulate an experience of a BLV user.

We found 5 valuable practices that the WeWalk App had done well and translated them into the following applicable insights:

1

Simple Design

Clean and simple interface for easy navigation

2

Content-Based Layout

A clear and structured format for screen readers to easily interpret

3

Visual Preferences

A visual setting that allows users to select different screen modes according to their visual condition

4

Large Buttons

Easy-to-tap controls and enhanced visibility for seamless interactions

5

Audio Integration

Voice guidance for better accessibility

Wireframe Design

Materializing intangible concepts by turning them into Wireframe Sketches and Mobile Screens

We transformed abstract ideas into tangible designs by creating detailed wireframe sketches and mobile screens. This process brought clarity to the user journey, enabling us to visualize and iterate on key interactions.

Low-fidelity Wireframes

Mid-fidelity Wireframes with Dev notes

Handoff

Design Handoff

We delivered the final concept to Glidance by creating a clear and comprehensive Design Handoff, ensuring a smooth transitioning to Glidance team and developers

8 key items included in the Design Handoff

1

A start-to-end user flow

2

Complete VoiceOver annotations

4

Component breakdowns and specifications

5

Module copywriting instructions

6

A guide to conduct the Wizard of Oz testing

7

Design best practices for BLV users

8

Future app recommendation

Wrap-up

What I've learned

Working with BLV users has inspired me to become an accessibility advocate

This project brought me a first and unique opportunity to work with blind and low vision individuals. My perspective about UX Design has changed from an in-app experience to a more holistic interaction, in which I have to account for not only user vision, but also their cognitive differences. I realized that UX Design entails more than just mobile features and UI components, it was empathy, understanding, and research methods are an essential toolkit that helps designers bridge the gap between assumption and reality.

Key takeaways

1

Ambiguity can open the door to creativity and innovation

2

When there was no industry standard, we had to create our own, and the best way to validate it was by testing with real users

3

Being blind doesn’t mean a user can’t see; they observe the world in different ways. A UX Designer should consider a wide range of user needs and create an accessible digital environment that allows all users to navigate with ease

4

Design Handoff is a critical bridge between designers and developers. By creating a clear and accessible documentation, we can reduce the fiction in the product development, making it easier for developers to bring designs to life

Digital Experience Team. From the left: Quan Le (UX Designer), Annabelle Neher (Graphic Designer), Sierra Biddulph (UX Designer)

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