Sixth Sense

University project - An accessibility-first navigation experience
for visually impaired users

Sixth Sense is an inclusive navigation concept designed to help visually impaired users navigate unfamiliar environments safely, confidently, and independently.

Rather than adapting existing visual-first navigation patterns, this project explored how accessibility, empathy, and UX strategy can be used to design a navigation experience that prioritises non-visual interaction from the outset.

Problem

Most navigation apps are designed with sighted users in mind.
For visually impaired users, this creates significant barriers:

  • Heavy reliance on visual cues and maps

  • Poor screen-reader optimisation

  • Interfaces that increase cognitive load

  • Limited reassurance or fallback support in stressful situations

As a result, navigating unfamiliar environments can feel unsafe, isolating, and overwhelming.

Objective

Explore a navigation concept that:

  • Prioritises non-visual guidance

  • Supports users through audio, haptics, and simplified interactions

  • Reduces cognitive and emotional load during navigation

  • Encourages independence while still offering human support when needed

This project was conceptual and exploratory, focused on UX strategy and interaction design rather than production implementation.

Role

UX/UI designer (end-to-end)

Timeline

5 weeks

Tools

Adobe XD, Photoshop

Research &
Accessibility Approach

Research was informed by:

  • WCAG accessibility guidelines

  • Existing assistive navigation tools

  • Articles and studies on cognitive load and wayfinding for visually impaired users

Key insights included:

  • Overly dense interfaces increase cognitive strain

  • Audio guidance must be contextual, not constant

  • Users need reassurance that they are on the correct path

  • Clear fallback options reduce anxiety during navigation

These insights directly informed interaction, layout, and feedback decisions throughout the concept.

Persona Spectrum

Rather than designing for a single persona, the project considered a spectrum of users who may experience visual impairment differently depending on context, environment, or fatigue.

This ensured the experience could support:

  • Users with low vision

  • Users with no vision

  • Situational impairments (poor lighting, unfamiliar areas,
    stress)

Design decisions were evaluated against how well they
supported flexibility, reassurance, and clarity
across this spectrum.

UX Strategy

The UX strategy focused on supporting confident navigation without relying on sight, and every design decision was evaluated against one core question:

Can a user safely and confidently navigate without visual
confirmation?

This led to a strategy centred on:

• Audio and haptic feedback as primary guidance.
• Minimal on-screen information to reduce cognitive load.
• Clear reassurance at key moments (“you’re on the
right path”).
• Human support as a fallback when automation is insufficient

• Clear reassurance at key moments (“you’re on the right path”)

• Human support as a fallback when automation is insufficient

Inspiration &
Wireframes

This phase explored layout, hierarchy, and interaction patterns.
It also helped validate structural decisions early, ensuring the final designs supported accessibility and clarity before visual styling was applied.

Exploration focused on:

• Reducing visual complexity and screen density
• Prioritising audio and haptic controls
• Clear placement of reassurance and assistance features
• Large touch targets and predictable interactions

Core
Features

Reduce the mismatch between human capability and digital systems by creating an interface that adapts to the user.

Navigation & Guidance

• Turn-by-turn audio navigation as the primary
guidance method

• Alerts for turns, landmarks, and route confirmation

• Haptic feedback for reassurance and confirmation

Accessibility Controls

• Adjustable text size and contrast

• Voice-based input and navigation

• Predictable, consistent gesture patterns

Human Support

• Emergency “Need Assistance” feature

• Ability to contact a trusted person

• Human fallback when automated navigation is insufficient

Paired with the Sixth Sense app, this wearable concept supports hands-free navigation by communicating route guidance and environmental awareness through audio.

Paired with the Sixth Sense app, this wearable concept supports hands-free navigation by communicating route guidance and environmental awareness through audio.

Visual
Design System

The visual design prioritised clarity, calmness, and trust:

Blue as the primary colour for clarity and colour-blind
accessibility

  • Large, legible typography and clear iconography

  • Rounded components to create a supportive,
    approachable tone

  • Minimal visual noise to reduce cognitive strain

The interface was designed to feel reassuring rather than
technical.

Presenting The
Final Design

The final concept demonstrates how accessibility-first
thinking can reshape a familiar product category.

The design:

  • Provides reassurance through clear feedback

  • Reduces reliance on visual navigation

  • Balances independence with human support

  • Adapts to users rather than excluding them

While not production-ready, the concept illustrates how
inclusive UX decisions can meaningfully change interaction patterns.

Final Reflections
& Learnings

Behind the design

This project deepened my understanding of inclusive design and the responsibility designers have when creating experiences for users with different abilities. It shifted my focus toward human experience over interface aesthetics.

Key learnings included:

  • Design beyond WCAG checklists

  • Accessibility must be embedded from the start

  • Designing for edge cases often improves usability for everyone

  • Empathy must be translated into concrete interaction decisions

Future iterations would involve direct collaboration with visually impaired users and accessibility specialists to further validate and refine the experience.