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UNIVERSITY OF WASHINGTON / HCDE CAPSTONE / 2020

Navigating a city.
Without sight.

Helping blind and low-vision travelers understand what is around them—not only where to go next.

PROJECTSensed / Censed
MY ROLEUX Research Lead
TEAMFour collaborators
SOURCEMarch 2020 capstone plan

The original plan uses the name Sensed; this portfolio previously catalogued the project as Censed. This account reconstructs the formative research and intended approach from that plan. The final presentation will add what changed and what the team ultimately delivered.

READ THE ORIGINAL PLAN · 23 PAGES ↗

Directions were only part of the problem.

Reaching a destination meant continually interpreting an environment: confirming a bus stop, noticing an approaching bicycle, finding a building entrance, or responding to construction on a familiar route. A cane, a guide dog, a phone, and remembered landmarks each provided different pieces of that picture.

Our early work focused on outdoor urban navigation, primarily in Seattle. The plan prioritized working adults who traveled through the city and older adults adapting to sight loss. We wanted to understand how people combined tools and learned techniques—and where information was still missing.

How might we improve the experience of navigating cities without sight?

The team’s design question, recorded on page 8.

The intended direction was to complement existing navigation tools. The question was what additional information would help a traveler act safely and independently, and how to communicate it without competing with the senses they already relied on.

02 / FORMATIVE RESEARCH

Four findings shaped the problem.

The plan documents early interviews, secondary research, and a review of assistive products. It does not report a completed-study sample size; the findings below describe the team’s formative synthesis.

CAPSTONE PLAN / PAGES 10–14
01

Arrival needed confirmation.

GPS guidance did not necessarily tell someone that they were at the correct bus stop or entrance. Travelers also used physical landmarks and tactile information to establish where they were.

02

An obstacle could undo orientation.

Construction, an unexpected object, or an approaching person could interrupt a route. Detecting the obstacle and recovering an understanding of the surrounding space were connected needs.

03

More information was not automatically better.

Nonvisual travel required attention to many sensory signals. Audio or haptic feedback would have to fit that existing cognitive load and the traveler’s practiced use of assistive tools.

04

Information had to be discoverable.

A tactile sign could be useful only if a traveler could locate it. The same challenge extended to recognizing landmarks, identifying a destination, and knowing when to request help.

A seven-stage journey, with a loop inside it.

The journey map gave the team a common structure for discussing nonvisual travel. It also revealed why navigation was not a simple sequence: encountering an obstacle could send someone back into the work of establishing situational awareness.

  1. 01

    Planning

    Find accessible crossings, mark places, and compare ways to travel.

  2. 02

    Receiving directions

    Follow route segments and control the pace of guidance.

  3. 03

    Situational awareness

    Understand the surrounding space and ask for more detail.

    PROJECT FOCUS
  4. 04

    Obstacle detection

    Notice an obstacle, its dimensions, and whether it is moving.

    PROJECT FOCUS
  5. 05

    Mode change

    Find an alternative route and assess its accessibility.

  6. 06

    Last mile

    Locate an entrance or recognize that the destination is near.

  7. 07

    Arrive / reflect

    Record useful details and save the route for another trip.

Original seven-stage nonvisual navigation journey, highlighting situational awareness and obstacle detection; the stages are transcribed above.
Original journey artifact, extracted from page 15. Select the image to view it at full size.

Find the gap around tools people already used.

The team compared Aira, Be My Eyes, WayFindr, and BlindSquare across navigation tasks, data sources, connectivity, and feedback. This was a March 2020 landscape assessment, rather than a current product comparison.

That review helped focus the project on situational awareness and obstacle detection. The aim was to enhance the surrounding tool ecosystem while investigating other ways to deliver useful environmental information.

View the original competitive matrix
March 2020 comparison of Aira, Be My Eyes, WayFindr, and BlindSquare across form, purpose, data, connectivity, and sensory feedback.
Team-authored market analysis, page 13. Historical claims are preserved in the artifact.

Participants as experts.
Designers as facilitators.

None of the team members were blind or visually impaired. The plan therefore positioned participatory design as a way to involve people with lived expertise throughout research, ideation, prototyping, and evaluation.

The methods were intended to build on one another: interviews with travelers and subject-matter experts would inform experience-based surveys; shadowing would reveal behavior in context; co-design sessions would turn participant priorities into requirements and prototypes.

Listen before specifying.

Use interviews to frame the problem and develop survey questions grounded in participants’ experiences. Prioritize screen-reader accessibility for the survey.

Observe the journey.

Shadow a familiar commute, ask questions when appropriate, and debrief afterward. At least one shadowing session was an ambition in the plan, not a reported result.

Make co-design accessible.

Conventional sticky-note activities assumed visual access. The team proposed testing collaboration tools with screen readers and creating spaces where participants could contribute and revise ideas.

Rehearse, then learn with users.

The plan included researcher-run simulations to identify obvious session and prototype problems. These were preparation activities; they did not establish the experience or preferences of blind participants.

Three proposed rounds of co-design

The team planned three participants and four researchers per session, with time between sessions to revise the prototypes. These were recruitment and scheduling targets, not verified attendance.

ROUND 01 / EXPLORE

A kit of possible signals.

Invite feedback on audio notifiers, vibration motors, pressure indicators, and other potential haptic or audio outputs.

ROUND 02 / SHAPE

Make the concept changeable.

Bring medium-fidelity prototypes into navigation scenarios. Encourage participants to add or remove features; compare alternatives where feasible.

ROUND 03 / EVALUATE

Test the emerging direction.

Use a more developed prototype to examine its value and the changes a traveler would need to adopt it. Capture remaining limitations and future work.

At the start of each session, participants were to revisit the design question and requirements. The plan defined success through continuing alignment between participant needs and product features, rather than through a predetermined technical solution.

A cross-functional team.

I was named UX Research Lead, with responsibility for research and usability. The plan brought that role together with product design, accessibility and content strategy, and project management. These are the roles recorded in March 2020; they are not claims of sole authorship over the team’s work.

Mathias Burton

UX Research Lead

Research and usability; human-centered methods and social innovation.

Cyrus Majd

Product Designer

Product design and prototyping, drawing on systems and cockpit UX design.

Caitlin Karpinski

UX Designer & Content Strategist

Accessibility design, user requirements, and UX writing.

Molly Olsen

Product Manager

Research, deliverables, and team productivity.

The plan is recovered.
The final chapter is still coming.

The plan was issued March 20, 2020, with a planning horizon through June 12. It called for successive requirements lists, design specifications, low- through high-fidelity prototypes, and a final process book. Its schedule also named progress reports, a video, and a poster.

The existing portfolio account describes a later pandemic adaptation: a game-based remote research method that could travel to participants when in-person work became impossible. That account is retained here as later context; this planning PDF does not document the game or its results.

What the final presentation can add

  • How recruitment, participation, and methods changed during the pandemic.
  • The remote research game, instructions, and accessibility decisions.
  • What participants said or did, and how that changed the design.
  • The final concept, evaluation, limitations, and each teammate’s contribution.

Archive synthesis: the recovered plan makes the project’s central tension visible—providing more situational information while protecting a traveler’s attention and agency. Evidence of how the team resolved that tension belongs in the final-stage materials.

SOURCE COLLECTION

Read the work behind the story.

PDF / 23 PAGES / MARCH 20, 2020Sensed: capstone project plan ↗

Team, framing, formative research, journey map, methods, proposed sessions, timeline, and references.

More from the original plan
Original project focus page linking the research question, navigation-tool questions, and the research-to-evaluation process.
Research framing, page 8.
Original team page naming Cyrus Majd, Caitlin Karpinski, Molly Olsen, and Mathias Burton, with their project roles.
Original team and role descriptions, page 3. Employment information reflects the March 2020 document.

Concept images retained from the earlier portfolio

These images came from the existing portfolio, not this PDF. Their place in the project’s final sequence remains to be confirmed.

Wearable solution packageWearable solution packageNonvisual navigation field conceptNonvisual navigation field concept