Dubby Buddy

UX Design
Accessibility
Screen Reader
7 high-fidelity screens from Dubby Buddy interface
Timeline
Oct - Dec 2023, 8 weeks
Tools
Figma, FigJam, Miro, Procreate
Project Overview
In this academic project, we proposed a new feature for the Canvas mobile app. Tailored for visually-impaired students, this feature enables them to effortlessly find and connect with their classmates in large classrooms, fostering friendships and enhancing their social experience in college.
My Contributions
In this collaborative effort with a team of five students, my key roles included:
  • Project management
  • User flow and usability testing
  • Screen reader compatibility
  • Hi-fidelity design (add friend & text nav flow)
Jump to final design

Context

We began the project by getting to know our users – a relatively small, yet still significant, group of students who encounter unique challenges in their campus life.

Meet Reena and Leo

A young female student stands with her guide dog.
Reena, a first-year student with low vision at the University of Washington, is finding university life quite different from high school.
Leo, an international student at UW who has been completely blind since birth, experiencing his first journey far from home.
A young male student walks with his white cane.
Both Reena and Leo are among the college students with visual impairments navigating their educational paths.
At the University of Washington, there are over a hundred students like Reena and Leo. Across the US, about 3.5% of college students have visual impairments.
3.5% college students in the US and over 100 students at UW are visually impaired

Problem Statement

Through research and multiple iterations, we've narrowed the problem space to in-class peer interaction, identifying one critical scenario that consistently frustrates Reena and Leo:


Solution Snapshot

Design Process

We started with a broad problem scope, and nailing down the exact problem was our first hurdle in this project. After research and ideation, we underwent two major iterations of our problem statement.
Initial Problem Statement
How might we enhance the learning experience for students with visual impairments?

1. Research Insights

Our research involved 1-1 interviews with two visually-impaired students at the University of Washington, complemented by extensive secondary research and visits to lecture hall classes.
The key insights have directed us to concentrate on classroom peer interaction as a significant pain point for which in-market solutions are lacking.

01 Identifying social interaction as the primary area of concern.

Product Audit

... Yet from product audit, we identified a notable GAP in existing products addressing unique challenges in social interaction.

02 Focusing on the classroom and navigating the user journey to pinpoint pain points.

After narrowing the problem down to social interaction, we spoke further with our participants and decided to focus on the classroom, as it is their primary environment for meeting people and making friends.

03 Finally, articulating user needs and translate into design requirements.

"I want to have an easier way to IDENTIFY classmates that I spoke with before."
"I want to easily FIND where my classmates are SITTING."
"I want to NAVIGATE smoothly to my friend without counting the rows."
"I want to easily FIND GROUP MATES and participate in group discussions."
The design should assist users in identifying specific individuals they want to interact with.
The design should allow real time location sharing within the classroom.
The design should aid users in navigating their way to these individuals.
The design should assist in better forming groups and managing the group discussion process.
With above insights, we iterated the problem to:
Iteration 1
How might we enhance the peer interaction experience for students with visual impairments within the classroom?
The core idea shaped our final version of the problem statement:
Iteration 2
How might we help visually-impaired students easily identify and locate their classmates within a large classroom environment?

User Flow

To address the user need of locating and sitting next to a specific friend, we outlined three primary user flows:
Add a friend - Locate a friend - Navigate to the friend.

We deprioritized...

It is worthwhile to point out that after conducting tests with our participants, we decided to deprioritize the following features and user flows at this stage:
  1. The ability to locate an empty seat when no friends are present in the classroom.
  2. An audio prompt indicating the presence of other friends along the route.
  3. A feature enabling users to tap their phone to exchange digital name cards when meeting a new friend.

3. Low-fidelity design decisions

User feedback guided the following key design decisions in our wireframing process.

Canvas integration

Decision
Create a new feature vs new app.
Rationale
Canvas app is already widely used and favored by students, including those who are visually-impaired.

Multi-mode

Decision
Offer both text and map views.
Rationale
Users with different levels of visual impairment differ in navigation mode preferences.

Choice of Assistive Tech

Decision
Enable voice, screen reader, zoom.
Rationale
We initially prioritized Voice Control but discovered users have different preferences in interaction.

4. Usability test with RITE

We tested the prototype with 2 visually-impaired participants along with 2 sighted participants given recruitment challenge.
We quickly iterated our prototypes using the RITE (Rapid Iterative Testing and Evaluation) approach due to the limited number of participants available.  Here's an example of how the landing screen evolved:
Five key issues were identified during the usability test to improve the prototype.

Issue 1 Disjointed integration

Participants mentioned difficulty switching between the new feature and other Canvas features.
Action: Integrate the feature seamlessly into the Canvas dashboard for smoother transitions.

Issue 3 Lack of navigation flexibility

During real-time navigation, participants felt the need to repeat the current step or pre-learn the next one.
Action: Simplify the process by consolidating all steps on one screen and adding a repeat button.

Issue 4 Search difficulties

Adding new friends wasn't intuitive, as participants tended to scroll for search.
Action: Enhance the process by expanding the suggested list to a full class list in alphabetical order (first name) for easier friend addition.

5. Iterated low-fidelity

select the photo for an enlarged view

6. High-fidelity

6.1 Naming

We brainstormed the name Dubby Buddy in the final stage of the project. The term "Buddy"and its rhyme convey a friendly tone, while "Dubby" establishes a link with U-Dub, the University of Washington.

6.2 Accessible Design System

During the class project, time constraints prevented us from testing the high-fidelity prototype with our users. However, once the class project was concluded, I dedicated additional time to gather user feedback and refine the design system.
To add a touch of friendliness, I changed the primary color to a yellow color tone and ensured the color contrast ratio met AAA compliance standards. Additionally, buttons and profile photos were resized to improve accessibility for users with low vision.

Final Design

01
Activate in existing Canvas.
No new download required.
02
Easy search to add a friend with a simple scroll, type, or speak command.
We enlarge the photo for you.
03
Effortlessly locate your friend in the classroom!
Voice and Map navigation available.
Video demonstrating screen reader and real-time navigation:

Impact

We're proud of our work, and our participants love it.
"One of the best design ideas for a product for blind people! I’m so glad that finally some product addresses the social aspect of our life. The prototype is super user-friendly, and I can navigate through it without any hiccups."
- UW student, totally-blind
"This app is truly essential for me, and I believe many visually impaired students could benefit from it. Please make sure to create it so I can use it!"
- UW student, low-vision

Reflection

Challenges

1. First-time design for visually-impaired users

Despite our passion for accessibility design, we embarked on this project with zero experience in designing for visually-impaired users. To bridge this gap, I invested significant time in conducting literature reviews and investigating existing products during the initial week. As the project manager, I organized sharing sessions to ensure everyone on the team was on the same page.
We may never fully empathize with those with disabilities, but we aim to foster understanding.

Proposed Next Steps

1. More usability tests

We had two participants — one totally blind and one with low vision. At least three participants in each group would be a more desirable sample base.

2. Sighted-peer usability

The feature requires location sharing permission from sighted classmates, while visually-impaired users prefer a less conspicuous notification.

3. Pending technical feasibility

A more in-depth investigation into technical feasibility is necessary, with a focus on addressing personal privacy concerns and economic affordability.

4. Use case extension

Consider expanding the use case beyond classroom environments to large events like career fairs and school festivities.

5. User expansion

Explore how sighted students can benefit from enhanced interaction with classmates through the feature.