An ongoing research project exploring tactile interfaces for blind or low vision (BLV) students.

An ongoing research project exploring tactile interfaces for blind or low vision (BLV) students.

Role

Spring 2025 | RESEARCH ASSISTANT

  • Reviewed 30+ academic papers on assistive tech

  • Performed competitive analysis on existing devices

Aug 2025 - Present | UX RESEARCHER

  • Designed and facilitated two user interviews with BLV assistive tech users

  • Analyzed interviews using affinity diagramming

  • Synthesized findings that informed early prototypes

Skills

UX RESEARCH

USER INTERVIEWS

AFFINITY DIAGRAMMING

ACCESSIBILITY EVALUATION

PROTOTYPING

CROSS-FUNCTIONAL COLLABORATION

Role

Spring 2025 | RESEARCH ASSISTANT

  • Reviewed 30+ academic papers on assistive tech

  • Performed competitive analysis on existing devices

Aug 2025 - Present | UX RESEARCHER

  • Designed and facilitated two user interviews with BLV assistive tech users

  • Analyzed interviews using affinity diagramming

  • Synthesized findings that informed early prototypes

Skills

UX RESEARCH

USER INTERVIEWS

AFFINITY DIAGRAMMING

ACCESSIBILITY EVALUATION

PROTOTYPING

CROSS-FUNCTIONAL COLLABORATION

Meet Dot Plot

Meet Dot Plot

Overview

Overview

In classrooms, blind and low-vision (BLV) students are often left behind when instructors introduce graphs, charts, or diagrams, as existing braille displays are too costly, fragile, or slow for real-time learning.

As a UX Researcher on this project, I study BLV students’ needs and translate them into design insights that guide engineering prototypes. Through academic research and user interviews, our team is developing affordable, durable, and multimodal tactile interfaces using mechanical braille modules to make visual data more accessible in everyday classroom settings.

Challenge

Challenge

Create a product that enables BLV students to follow along with graphs and diagrams in classrooms.

Solution

Solution

A tactile interface for real-time learning.

Interview Protocol

Interview Protocol

Consent + Ethics

  • Plain language consent form

  • Virtual or in-person sessions

  • Paid compensation for participants’ time

Objective

  • Understand assistive tech use

  • Identify challenges and successes

  • Confirm feature priorities & design criteria

Example Questions

  • “What’s your background with assistive technology?"

  • "Which tools do you use most often — like braille displays, tactile graphics, or screen readers?”

  • “What challenges do you face when trying to access graphs, charts, or diagrams?”

  • “When you think about assistive tools, what qualities matter the most to you?"

Interview Advertisment Poster

Consent + Ethics

  • Plain language consent form

  • Virtual or in-person sessions

  • Paid compensation for participants’ time

Objective

  • Understand assistive tech use

  • Identify challenges and successes

  • Confirm feature priorities & design criteria

Example Questions

  • “What’s your background with assistive technology?"

  • "Which tools do you use most often — like braille displays, tactile graphics, or screen readers?”

  • “What challenges do you face when trying to access graphs, charts, or diagrams?”

  • “When you think about assistive tools, what qualities matter the most to you?"

Interview Advertisment Poster

Consent + Ethics

  • Plain language consent form

  • Virtual or in-person sessions

  • Paid compensation for participants’ time

Objective

  • Understand assistive tech use

  • Identify challenges and successes

  • Confirm feature priorities & design criteria

Example Questions

  • “What’s your background with assistive technology?"

  • "Which tools do you use most often — like braille displays, tactile graphics, or screen readers?”

  • “What challenges do you face when trying to access graphs, charts, or diagrams?”

  • “When you think about assistive tools, what qualities matter the most to you?"

Interview Advertisment Poster

Summary of User Research

Summary of User Research

Summary of User Research

Literature Review


Academic Papers: analyzed over 30 academic papers and over 90 papers as a team

Academic Papers: analyzed over 30 academic papers and over 90 papers as a team

Competitive Analysis


1. DotPad: High-resolution but fragile and expensive

2. BrailleNote Touch: Effective for text, limited for diagrams

3. Tactile overlays: Low-cost but static and limited with digital content

1. DotPad: High-resolution but fragile and expensive

2. BrailleNote Touch: Effective for text, limited for diagrams

3. Tactile overlays: Low-cost but static and limited with digital content

Interviews

Interviews



2 Completed

Sessions (~45 minutes): focused on lived experiences with assistive tech, daily challenges, and thoughts regarding early ideas.


2 Completed

Sessions (~45 minutes): focused on lived experiences with assistive tech, daily challenges, and thoughts regarding early ideas.


Literature Review

Academic Papers: analyzed over 30 academic papers and over 90 papers as a team

Competitive Analysis

1. DotPad: High-resolution but fragile and expensive

2. BrailleNote Touch: Effective for text, limited for diagrams

3. Tactile overlays: Low-cost but static and limited with digital content

Interviews

2 Completed

Sessions (~45 minutes): focused on lived experiences with assistive tech, daily challenges, and thoughts regarding early ideas.


Research Insights

Research Insights

Research Insights

Literature + Competitive Analysis

Literature + Competitive Analysis

Literature
Competitive Analysis

Affordability: High device costs make adoption infeasible

Portability: Bulky hardware was distracting and discouraged daily use.

Single-Modality: Multi-modal feedback is most effective

Interviews

Interviews

After transcribing and coding the interviews for recurring themes, affinity mapping revealed four non-negotiable priorities voiced across participants:


Key Insights Callout

Design Question

Design Question

How might we balance affordability, speed, and portability in tactile interfaces while integrating audio feedback?

Persona

Persona

To ground the findings in experience, I developed a persona based on recurring themes:


Persona: Representing common goals, frustrations, and needs

User Journey

User Journey

Mapping Alex’s classroom experience highlighted the gap between current tools and an ideal inclusive future:

User Journey Map: Current vs. Ideal classroom experience

Results

Results

Results

Design Impact

Design Impact

  • Moved from piezoelectric pin arrays —> Hackaday electromechanical braille modules for affordability

  • Committed to combing tactile + audio feedback

  • Focused on portability, repairability, and classroom viability


Comparative Diagram: Piezoelectric vs. Hackaday modules


CAD render of Hackaday electromechanical braille module

Reflection (Ongoing)

Reflection (Ongoing)

Reflection (Ongoing)

Takeaways

Takeaways

  • Learned to design accessible interview protocols

  • Strengthened skills in qualitative analysis

  • Recognized balance between engineering and user needs

  • Improved at translating user priorities into engineering constraints

Next Steps

Next Steps

Prototyping:

  • Transition from UX Researcher to Product Designer, focusing on translating insights into tangible interfaces

  • Design tablet overlay prototypes using Hackaday mechanical braille modules

  • Integrate audio feedback to support multimodal interaction and real-time learning

  • Conduct usability testing with BLV students to evaluate accessibility, usability, and classroom integration


Timeline