PROBLEM STATEMENT
Tom Harris, a 55-year-old accountant, faces daily challenges when navigating existing bus booking apps due to limited motor skills caused by arthritis. These apps often demand precise tapping, multi-step interactions, and small interface elements that are difficult for him to use comfortably. Tom relies on adaptive technologies like voice-to-text and larger, easier-to-navigate interfaces, but this app and many others lack these critical accessibility features. Without options like voice command support or simplified navigation, Tom’s ability to independently book bus tickets is limited. This project aims to address these issues by designing bus booking app with a user-centered approach to make it accessible and tailored to Tom’s needs.
PROPOSED SOLUTION
Solution Overview:
Designing an accessible bus booking app for users with limited motor skills.
The proposed redesign of the bus booking app focuses on providing an inclusive, user-friendly experience tailored to users with limited motor skills, such as individuals with arthritis. The design leverages advanced accessibility features to ensure ease of use, efficiency, and independence in booking bus tickets.
Key Features:
1) Voice Command for logging in, selecting routes, and confirming bookings.
- Enhanced Voice Support: Users can log in, search routes, select seats, and confirm bookings entirely through voice commands. For instance, saying "Search buses to Rivertown for Saturday at 10 a.m." displays relevant options.
- Natural Language Processing (NLP): Enables the app to understand natural, conversational commands, reducing the need for precise phrasing.
- Interactive Voice Feedback: The app provides spoken confirmations and guides users through processes, ensuring clarity at every step.
2) Large, high-contrast buttons to aid easy tapping.
- Customizable Sizes: Users can adjust the size of buttons and text within the app according to their comfort.
- High-Contrast Themes: Multiple color contrast options optimized for visibility, including dark mode and light mode with bold, outlined buttons.
- Error Prevention Design: Large tappable areas minimize the risk of accidental selections.
3) Streamlined navigation that reduces steps for seat selection and checkout.
- One-Tap Booking System: Reduces the number of steps by consolidating route selection, seat selection, and payment options into a single, linear flow.
- Favorites and Saved Routes: Users can save frequently traveled routes and payment preferences for quick rebooking.
- Minimal Scrolling Design: Content is divided into paginated sections to reduce the need for excessive scrolling, which can strain users with limited dexterity.
4) Adaptive keyboard support for payment information entry.
- Integrated Payment Preferences: Supports auto-filled details for payment methods (e.g., saved cards, e-wallets) to minimize manual data entry.
- On-Screen Adaptive Keyboard: Provides a simplified keyboard layout with large keys and predictive text for quick entry of payment details when required.
- Secure Voice Authentication: Allows users to verify payments using voice recognition technology.
COMPLETE USER PERSONA
COMPLETE TASK ANALYSIS
14 weeks.
DESIGN PROCESS (METHOD) The design process that we are going to use in this system is Design Thinking. This project is a great match with design thinking because of its user-centered approach, which prioritizes empathy and practical solutions for users with a range of needs. This design process will direct the development of a bus ticketing system that fulfils Tom Harris's accessibility requirements and resolves his limited motor skills-related technological difficulties.
DESIGN THINKING
1) EMPATHIZE
The goal of the Empathize phase is to fully immerse ourselves in Tom's world in order to understand his unique technological preferences, challenges, and interactions. In order to learn more about how Tom's arthritis impacts his ability to use digital devices, this require interact with him through observation and interviews. We discover how he uses voice-to-text software and adaptive keyboards to avoid strain-causing motions when navigating digital platforms. By observing firsthand where he struggles with typical interfaces and what he values in a digital experience, the objective is to develop empathy. By doing this, we build a foundation for creating a system that truly meets his needs, respecting his limitations while enabling him to use the app on his own.
2)DEFINE
The Define phase is where the findings from the empathize phase are combined to create a precise problem statement. We define the core problem as creating an interface that reduces the need for fine motor control and provides alternate navigation methods, based on Tom's frustrations with precise tapping and dragging gestures. Here, we express Tom's desire for voice-command capabilities, big, simple-to-click buttons, and a streamlined workflow that minimize physical strain. The goal of this stage is to identify Tom's main problems, establish a guiding vision that puts his comfort, autonomy, and accessibility first, and make sure the team stays focused on providing him with a smooth, user-friendly experience.
3) IDEATE
Creative solutions begin to take shape during the Ideate phase. At this point, we brainstorm and investigate various approaches to create an interface that is user-friendly and accessible for Tom. In order to address Tom's need minimal to or no physical interaction, the team brainstorms ideas for features like voice commands for major actions, large touch targets, and keyboard shortcuts for navigation. In addition to encouraging creative thinking, this ideation process takes into consideration Tom's technological preferences and limitations. For example, we might prototype a process that allows him to use voice commands or adaptive keyboards to initiate payments, choose options, and confirm actions. This stage involves using the knowledge gathered to create a design that offers creative, approachable solutions to help achieve Tom's objectives.
4) PROTOTYPE
The Prototype phase gives these concepts a physical manifestation after a variety of solutions have been identified. Tom's needs are the primary focus of the prototype, which includes the accessibility features we conceptualized. Large, simple-to-select buttons, an easily navigable menu layout, voice-command capabilities, and keyboard shortcuts are all features of the interface at this stage. In addition to testing functionality, the prototype is designed to simulate Tom's real-world interactions with bus ticketing systems. We enable stakeholders to imagine the finished product and observe how Tom's particular needs are met by creating this model. Through early feedback and iteration made possible by prototyping, every design element is made to support Tom's comfort and ease of use.
5) TEST
In order to validate and improve the design based on actual use, the Test phase is essential. Tom interacts with the prototype, performing tasks like logging in, selecting a bus route, and completing a payment, while we observe and gather his feedback on each feature of the interface. This stage enables us to evaluate Tom's system's usability and whether it truly reduce his physical strain. Testing provides data that allows improvement by highlighting any areas of difficulty or misunderstanding. Refinements may be necessary if we discover that Tom requires larger icons or even simpler navigation steps. In order to make sure the prototype meets all of Tom's needs, it goes through several cycles of testing and modifications during this iterative phase. At the end of this stage, the design should provide Tom with a smooth, user-friendly experience that is customized to his unique needs and embodies the empathy and problem-solving that are essential components of design thinking.
TOOLS USED
1) Canva
Canva was used to create visually engaging graphics and presentations for the project. Its user-friendly interface allowed the team to design polished visuals without extensive graphic design experience, which was especially useful in presenting our ideas in an accessible format.
2) Blogger
Blogger served as the main platform for publishing and sharing the project’s blog posts. It provided a simple and effective way to reach our audience, allowing us to organize and publish updates about our project, along with design improvements and user feedback.
3) Figma
Figma was the primary tool for designing the prototype of the accessible bus booking app. It enabled collaborative design, allowing team members to contribute in real time. Figma’s vector editing and prototyping features were essential for creating the interactive app prototype tailored to Tom's needs.
4) Microsoft Word
Microsoft Word was used for drafting and organizing content, including research notes, project documentation, and blog post drafts. It facilitated easy formatting and editing, ensuring that the project’s written materials were well-structured and professional.
REFERENCES
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