Mobile Showcase.

Mobile Showcase.

Navigation experience for visually impaired users.

Navigation experience for visually impaired users.

Sixth Sense

University project -an inclusive navigation experience designed to help visually impaired users navigate their surroundings safely and confidently.

The solution combines a mobile app with smart glasses to deliver audio-first navigation, real-time guidance, and human support when needed. The project explores how accessibility, empathy, and UX strategy can be applied to high-stakes, real-world scenarios where traditional visual interfaces fail.

Problem

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

  • Heavy reliance on visual cues

  • Poor screen reader optimisation

  • Dense layouts that increase cognitive load

  • Lack of reassurance or human assistance in stressful situations

Many users feel unsafe, unsupported, or
excluded when navigating unfamiliar environments.

Objective

Design a navigation experience that:

  • Works for users with partial or no vision

  • Prioritises audio, touch, and system accessibility

  • Reduces cognitive and emotional stress

  • Provides human assistance when automation is insufficient

  • Feels inclusive rather than specialised or stigmatising

Role
UX/UI designer (end-to-end)

Timeline
5 weeks

Tools
Adobe XD, Photoshop

Research
& design approach

These key principles shaped the core product production:

Design for diverse abilities and contexts.

Support multiple interaction methods.

Reduce reliance on vision as the primary sense.

Prioritise safety, confidence, and clarity.

Instead of designing for a single “average” user, this project followed an inclusive design mindset, recognising that accessibility exists on a spectrum.

Accessibility was embedded into the design from the start:

  • Screen reader and voice-over optimisation.

  • High contrast colour usage and large text.

  • Minimal layouts to reduce cognitive load.

  • Predictable gestures and navigation patterns.

  • Voice dictation and live audio feedback.

  • Compatibility with smart invert, dark mode, and assistive technologies.

This approach ensured the experience could adapt to users’ needs rather than forcing users to adapt to the interface.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Persona Spectrum

Rather than a single persona, I designed for a persona spectrum, acknowledging that users may experience different levels of visual impairment depending on context, environment, or fatigue.

Support users with low vision.

Fully serve users with no vision.

Adapt to situational impairments (lighting, unfamiliar areas, stress).

This helped ensure the app could:

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Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Inspiration
& Wireframes

Looking at existing similar concepts, ideas, and designs inspired the structure and feeling of my solution. Familiar mobile patterns were used to reduce learning friction (Jakob’s Law).

Wireframes focused on:

  • Clear hierarchy and spacing

  • Large, tappable elements

  • Minimal visual noise

  • Safety-critical actions being easy to access

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Core
Features

Navigation & Guidance

  • Turn-by-turn audio navigation via smart glasses

  • Spoken environmental cues and route updates

  • Alerts for obstacles, turns, and destination proximity

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

Accessibility Controls

  • Adjustable text size and contrast

  • Screen reader optimisation

  • Voice-based interaction

  • Simple, consistent gestures

Guided check-in.

Human Support

  • Emergency “Need Assistance” action

  • Ability to contact a caregiver or trusted person

  • Human fallback when automated navigation is insufficient

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Visual
Design System

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

  • Rounded buttons to clearly indicate interactivity

  • Icons paired with text to avoid ambiguity

  • Minimalist layouts to reduce cognitive strain

Design decisions were informed by the Aesthetic-Usability Effect,
reinforcing calm, trust, and ease of use..

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Presenting
The final design

Users found the experience:

  • Easy to understand

  • Non-overwhelming

  • Thoughtfully designed for accessibility

  • Reassuring due to the presence of human support

Accessibility controls and audio navigation were highlighted as the most valuable features.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Research, Concept,

Designs, User Testing
& prototype in 6 weeks

Part 1 - Discovery & Understanding
I explored the emotional challenges people face when trying to manage their wellbeing. Through interviews, surveys, and competitor analysis, I defined the core problem, identified key behaviours, and created the primary persona and scenarios that shaped the direction of the product.

I led the full end-to-end process — from early discovery to final prototype — integrating psychology, accessibility, and gamification to design an app that feels calm, credible, and motivating.... and this is how I did it!

Part 2 - Design

Using those insights, I developed the information architecture, mapped key flows, and created wireframes centred on empathy, psychology, accessibility, and gentle motivation. From there, I designed high-fidelity screens with a warm, calming visual language that made the experience feel simple and emotionally supportive.

Guided check-in.

Part 3 - Usability testing & Refinement
I validated the product through usability testing. Feedback helped refine the tone, visuals, and interactions — strengthening clarity, reducing friction, and confirming emotional resonance. These improvements increased confidence in the product’s impact and ease of use.

Final reflections &
insights

Behind the design

Designing Sixth Sense challenged visual-first assumptions and shifted my focus toward human experience over interface aesthetics.

This project represents my ability to solve complex, real-world problems through empathy, accessibility, and thoughtful UX strategy
-especially in scenarios where design decisions directly impact safety and confidence.

This project strengthened my ability to:

  • Design beyond WCAG checklists

  • Think in systems rather than screens

  • Balance automation with human-centred support

  • Apply empathy to high-impact UX decisions

It reinforced that inclusive design leads to better design for everyone, not just edge cases.