Details
Functions
Design Research
UX Design
VUI Design
AR
Project Type
Speculative Project
Team
Abigail Zhuk
Advisors
David Banes (DAT Europe)
Ed Price (Trail Access Project)
Duration
April-May 2023
Opportunity
According to the United Nations (UN) Development Program, people with a disability represent around 26% of the world’s population, which is approximately 650 million people. Disability impacts all of us and means different things to different people. The outdoors is available for everyone, but not everyone can access the outdoors the same way. Terra Scout is a crowdsource model connecting people to nature and providing access information for navigating the outdoors.

As the solo designer, along with research guidance from industry advisors, I designed an end-to-end app that provides access information on landscapes, real-time navigation and obstacle detection to empower all people to explore outdoors, self-asses, and trip plan.
Research

Many people become increasingly concerned about mobility as they age. Aging is inevitable, but mobility decline can be decelerated.

It is especially more challenging for people with temporary to permanent mobility impairments and disabilities.1  Thus, there is a greater need for technology that is accessible and adaptive to user needs, and ensures continued mobility and independence when outdoors. Software & app solutions exist, but suffer from at least one of the following problems:
Problem 1
Most widely used way-finding and navigation technologies have limited access information, and oftentimes the accessibility information lacks depth.2
Problem 2
Secondly, “accessibility” oriented outdoor navigation databases lack widespread area coverage and updated information on obstacles and environmental conditions.
Problem 3
Thirdly, those technologies that do provide information, are outdated or inaccurate, and the interface is usually not adapted to different users and preferences.3
Our solution should satisfy these requirements to help adults with
physical limitations lead active and safer lifestyles.
1  Source (National Institute on Aging. “Maintaining Mobility and Preventing Disability Are Key to Living Independently as We Age.” National Institute on Aging, 30 Nov. 2020, www.nia.nih.gov/news/.
2  Source (Prandi, C., Barricelli, B.R., Mirri, S. et al. Accessible wayfinding and navigation: a systematic mapping study. Univ Access Inf Soc 22, 185–212 (2023). https://doi.org/10.1007/s10209-021-00843-x)
3  Source: M.C. Rodriguez-Sanchez, Juan Martinez-Romo, GAWA – Manager for accessibility Wayfinding apps, International Journal of Information Management, V37, Issue 6, December 2017, Pages 505-519

Starting point of several research methods.
First, to understand the mobility impaired communities as well as augmentative and assistive digital technology (ADT) solutions, literature reviews are cross-examined.

There are an endless number of blogs and guidebooks out there about the outdoors, giving hikers access to information about trail conditionals, difficulty, and directions but there is one problem:

The majority of the information out there assumes that the right person reading it isn't disabled
The best source of ideas is other wheelchair users and their recommendations about where to hike or not to hike. I can offer a list of accessible trails I received from an Outdoors for All staff member.
  • Luckily, Google exists,(Use cauion, since some links are old or inaccurate).
  • Another great idea is Traillink, the web-based database for Rail-to-Trails, where one can search for trails nationwide-filtering for many conditions, including wheelchair accessibility.
People with motor disabilities usually needs information to avoid environments with obstacles, to arrive at a target or to manage touchscreens in daily activities and different environments.

Market environment research & target user research

After speaking with users to understand the inequities that exist for disabled communities engaging in outdoor activities, the next step is to cross-examine navigation solutions. Four dimensions are used to analyze internal and external factors on what outdoor navigation solutions exist for users with mobility challenges.
1
Target Users
  • Approximately 26% of the world’s population has some form of disability, and the largest group of adults with functional disability is mobility (13.7%). This is our target user group.
  • Our users are: adults with a category of disability that includes types of physical disabilities of upper or lower limb loss or injury, manual dexterity and disability in coordination.
  • Mobility limitations include: difficulty walking, use of ADT, elderly, or injury.
  • Specific disability: Cerebral palsy, Rheumatism, Muscular dystrophy, Parkinson’s, Spina bifida, Spinal cord injury, Sclerosis, Polio, Arthritis, Osteoporosis, Neuromuscular disorders.
2
Assistive Technology
  • Use of wheelchairs, mobility scooters, crutches, walkers, Augmentative and Alternative Communication (AAC) and assistive digital technology solutions.
3
Context of Use
  • Use of proposed solutions in outdoor environments intended for walking: Natural environment, Forest, Wood, Green space, Park.
4
Constraints
  • The physical nature of activities
  • Degree of adaptation needed for participation
  • Social expectations, self perceptions and social fears associated around certain activities
  • The access ability of sites where activity takes place

Following the immersion research, the next 6 research methods include: observations, contextual interviews, affinity mapping, personas, empathy maps and journey maps.

Guided conversations with our users on their outdoor experiences and mobility
The aim of the contextual interview with our participants is to address these 3 questions:
1. How might we encourage mobility impaired adults to lead a safer, healthier, and active lifestyles?
2. What are the current physical, technological, and surrounding environment limitations of mobility impaired adults when engaging in outdoor activities?
3. How might we create a new navigation tool that is more accessible and inclusive so that we can remove existing barriers/limitations found in competitor products?
All interview participants had limitations on mobility ability that range from temporary impairment to permanent disability. Participant criteria focuses on 3 general aspects:
  • Involvement in outdoor activities regularly
  • Use of a navigation app
  • Available to meet remote, discuss personal experiences
Additionally, research guidance for hypothesis validation was offered by
2 SMEs: DATEurope and Trail Access Project board directors.

Our interviewees represent a varied population with a range of mobility ability and desired needs when exploring the outdoors.

As a result, 4 high-level takeaways emerged:
  • Users enjoy connecting with others
  • Users want to be active and enjoy nature
  • Some users require assistive devices or mobile apps for navigation
  • Most users found that there is limited or inaccurate information on accessibility. Thus, it is difficult to assess whether their ability grants them access.

Among the similar pain points users faced along their typical journey, there were also differences in goals which are defined by two personas, Tobias and Frida.

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The two journey maps show the actions Tobias and Frida might take to visit a new park, as well as their emotional state and physical obstacles they embark along their journey.
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Since the majority of our interviewees use a digital device for navigation, our product will be a software app first, and later support integration across desktop and wearables.
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The two journey maps show the actions Tobias and Frida might take to visit a new park, as well as their emotional state and physical obstacles they embark along their journey.
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Since the majority of our interviewees use a digital device for navigation, our product will be a software app first, and later support integration across desktop and wearables.
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Strategy

What recommendations for MVP features and accessibility standards can we include to reduce the barriers for our users?

Problem 1
Scarcity of outdoor activity inclusion
Problem 2
Limited access information / rating systems for outdoor spaces
Problem 3
Lack of integrated obstacle detection and reporting systems
Recommendation for necessities in our Solution
1
Environment Spatial Information
To establish cognizance of the physical environment and its contitions, our solution should provide spatial information and temrorary or fixed obsticles that may be present.

With this visual overview, people are informed of the obsticles and aptitude required to complete the trip.
2
Obstacle Detection & Reporting
Detecting and reporting obstacles will aid in promoting safety and boost the confidence to explore new areas autonomusly.

Additionally, a crowdsource model through real-time feedback on outdoor conditions will help promote community awareness and trust.
3
Ability Awareness
Lastly, other categories of barrier information should be in place to rise awareness of the abilities rather than just disability if people with physical limitations.

With these insights, I set out to focus on how might we create an optimized navigation solution to inform users of access places based on their ability so that they can independently navigate and explore the outdoors?

Ideation

Exploration of product ideas organized by research, competitor product evaluation, and user and SME interviews

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From our ideas, the value vs complexity prioritization framework guides the decision-making for evaluating how much value each proposed feature will bring and how difficult or feasible it will be to implement.
The high-priority features will be implemented first.
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From our ideas, the value vs complexity prioritization framework guides the decision-making for evaluating how much value each proposed feature will bring and how difficult or feasible it will be to implement.
The high-priority features will be implemented first.
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From our ideas, the value vs complexity prioritization framework guides the decision-making for evaluating how much value each proposed feature will bring and how difficult or feasible it will be to implement.
The high-priority features will be implemented first.
The MVP roadmap shows essential features of our application
Onboarding
Tutorial, profile personalization, accessibility preferences
Planning/Self Assessment
Pre-departure planning– weather alerts, review trip location + assess route
During Trip
Selecting destination, route-navigation & obstacle feedback
Evaluation (and Expansions)
Post-trip evaluation, and community engagement
From many potential ideas, emerges one
A crowdsource model connecting people to nature and providing access information for navigating the outdoors.
Design

Building blocks for a design system– creating the Terra Scout brand

Before launching into design and prototyping, I evaluate the feasibility and usefulness of Terra Scout’s key features through user-and-expert led cognitive walkthroughs

At a Glance Summary
Goal: Complete 4 task walkthroughs to determine overall app usability and presentation of accessibility guidelines
Feedback and Recommendations
  • Across all flows, users indicated that language should be simple and clear, and where possible to include tooltips and visual guidelines where input is required.
  • Users want to find more information about a place without mentioning their impairment each time and would like to see listed recommendations from users with similar conditions.
  • For the AR spatial prototype, the accessibility ratings should match web-accessibility guidelines.
  • The 2D AR interface seems to only support large screen displays, while users may want to search using their mobile devices (especially if they’re on the go).
  • Lastly, users questioned the terrain (surface type) throughout the selected path/trail.

Implementing visual design elements with reference to ADA guidelines for web accessibility (WCAG) into the first version prototype

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You can view the live AR Spatial prototype here.
Enter password “2023”.
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You can view the live AR Spatial prototype here.
Enter password “2023”.
Testing & Iterations
Terra Scout is designed to reduced barriers for the mobility impaired communities. Has the digital solution met the needs of our users?
The high-fidelity wireframes were converted into interactive prototypes. Structured and moderated usability tests were conducted with four users of varied demographics and all have temporary impairments to permanent disabilities.

Interview synthesis:
  • Each task of the 5 tasks assigned were evaluated by 4 measurable areas: core flows, brand positioning, accessibility feature efficacy, and consistency of terminology
  • Closing interview questions to measure success rate, and follow-up survey conducted to analyze results
  • A total of 4 themes emerged from user testing that drove iterations
Core Flows
Identify and address any parts of the core flows that prohibit the users from successfully finding and navigating to a new destination.
Accessibility Features Efficacy
Understand how effectively the accessibility features aid in assisting or automating tasks.
Brand Positioning / UI
  • Is the UI intuitive and easy to navigate through the app without a tutorial?
  • Does the UI clearly reflect the brand values: nature exploration, autonomy, access & inclusion?
Consistent Terminology
  • Is the application instruction and feedback language clear and right for navigation guidance?
  • Is that information enough and simplified?
Usability test results
Task 1:
New user registration
Task 2:
App onboarding
& tutorial
Task 3:
Pre-Departure trip assessing,
weather review
Task 4:
Selecting destination and access ability preferences for trip
Task 5:
On-route navigation, obstacles avoidance and post-trip evaluation
4 user recommendations for improved
user experience
  • Clear and consistent language, from app to desktop or tablet
  • Simplify user input and show steps
  • Integrate voice-command wherever possible
  • Encourage crowdsourcing and real time feedback
Key insights that will drive future design iterations
Diving deeper into the user interviews and transcripts helped me understand why users made errors during the trip planning and on-route navigation tasks. Using an affinity map and feedback prioritization matrix, I filtered issues by priority and severity. Below are 4 design recommendation implementations into the Terra Scout 2nd version mvp.
Revision 1: Clear & consistent language throughout
a) Amended word choice from “accessible” to “access places” based on the users’ ability preferences set in their settings
b) Made descriptions and iconography simple, and excluded excessive text where not needed.
Revision 2: Simplify & show
a) Simplified complex terminology and provided tooltips to guide the users through multi-step tasks.
Revision 3: Encourage crowdsourcing & user input
a) Prompted users for feedback to better alert them of imminent obstacles and trail conditions
b) Users can contribute to growing the crowdsource community database, informing others on access to outdoor spaces
c) Encouraging users to engage with the greater outdoor community leverages the app as a social channel and news aggregate.
Revision 4: Voice-command integration & haptic feedback
a) Offer hands-free input wherever possible, and do not require tactile input as a pre-requisite to verbal input
b) Provided visual context on the environment in real time: information distinguishing types of accessibility signage and obstacles.
(This information reduces time spent screen reading and provides a more individualized experience based on the users’ body type, equipment, and experience level).

Solution

Terra Scout app & desktop platform
Terra Scout is more than an app. As an assistive tool, it encourages autonomous exploration by providing mobility impaired adults access information for outdoor environments. It can enforce independent navigation through integrated voice-command and haptic feedback sensors.
Reviewers of Terra Scout prototype agree that the app is a step forward to advancing outdoor access information

Future directions for Terra Scout

Involve more users
Involve a larger user sample size and stakeholder audience early on that can help fully capture the user’s needs and sentiment towards the app.
Limitations largely in part to fewer defined constraints, a smaller sample size, and the 4-week schedule the project was operated on.
Continuous iteration
The iterative nature of this project was beneficial to its rapid growth and success at fulfilling its main purpose. Given more time and teammates, I would prefer to carry the iterations forward into a 2nd version and eventually release the app.
Implement & publish
Once a business model has been established, the next step is to finalize the apps functionality and polish. Once complete, the app can be published to appropriate platforms.