About
Home
My Work
Resume
Explore , Interact and level up
Pathfinder+
About Pathfinder+
I contributed to this project during the Summer semester as part of the Product Framing and Prototyping course. My role had been centered on concept development, interactive prototyping, creating AR models,user tesing of the app lo-fi prototype, and crafting accessibility-first design solutions tailored for visually impaired users.
Pathfinder+ is a gamified mobility tool that empowers visually impaired users to navigate safely and independently using smart wearables and city-integrated guidance.
Software used
The aim
Pathfinder+ is more than a game it’s an assistive mobility tool. Designed with smart wearables and a rewards system, it empowers visually impaired users to overcome daily obstacles, build confidence, and navigate independently while making the journey engaging and motivating.

Pathfinder+ turns everyday navigation into a real-life game for visually impaired users. Using a smart cane, sensory gloves, and voice feedback, players complete mobility challenges such as crossing intersections, detecting obstacles, and identifying landmarks. The game syncs with city infrastructure, providing real-time guidance and safe routes.
Through a reward-based system, users earn points, badges, and progress levels as they master skills, encouraging continuous practice and independence. By blending gamification with accessibility, Pathfinder+ makes mobility training engaging, confidence-building, and sustainable in both simulated and real-world environments.
The Game idea
The Problem
Adults (40+years)
Children (Under 18)
Research Reference
Approximately 12 million people 40 years and over in the United States have vision impairment. This includes 1 million with blindness.As of 2012, 4.2 million Americans aged 40 or older have in correctable vision impairment. This number is predicted to more than double by 2050. The US has a rapidly aging population, which means more people living with diabetes and other chronic conditions which can lead to vision loss.Approximately 6.8% of children under 18 in the US have a diagnosed eye and vision condition. Nearly 3% of children under 18 years have blindness or vision impairment. This is defined as having trouble seeing even when wearing glasses or contact lenses.
Solution
Pathfinder+ transforms mobility training into an engaging, real-life game for visually impaired users. The solution combines smart wearable technology (smart cane, sensory gloves, and audio-enabled earbuds) with city-integrated infrastructure to deliver safe, guided navigation.
Through gamification, users complete challenges like detecting obstacles, identifying landmarks, or crossing streets safely.
Pathfinder+
Today’s Mission
Walk to Rutgers Yard
Starbucks Cafe’
Simulation Mode
Scroll horizontally to view simulation mode options







Let’s Go
Home
Mission
Profile
Research Phase
The research phase consisted of:
▲ Secondary research on vision impairment statistics & mobility challenges
▲ Competitive analysis of existing navigation/assistive tools
▲ Usability heuristics evaluation for accessibility (WCAG standards)
▲ 4 in-depth user interviews (visually impaired individuals & accessibility experts)
Research Goal
01. Identify pain points in mobility and daily navigation for visually impaired users
02. Understand user attitudes toward assistive tech and gamified learning
03. Discover possible features that make navigation training engaging, safe, and confidence-building
04. Validate assumptions about combining gamification with accessibility-first design
User Persona

"If I can learn a new route in a game, I can take it in real life without feeling nervous."
Riley Brian
Name: Riley Brian
Age: 28
Location: Newark, NJ, USA
Occupation: Graduate Student (Psychology)
Visual Impairment: Partial vision loss due to Retinitis Pigmentation
Riley is a highly independent and tech-savvy student who navigates with a white cane and occasionally uses a sighted guide for unfamiliar routes. She’s confident indoors but feels anxious traveling to new places alone, especially in busy city environments.
Build spatial awareness and confidence in unfamiliar areas.
Find a safe, gamified way to practice navigation skills before real trips.
Access non-visual cues (haptic + audio) without relying on sighted assistance.
Goals
Motivators
Loves challenges and wants to make mobility training fun.
Wants to be self-reliant for travel to classes, events, and social outings.
Enjoys earning rewards for achievements.
Frustrations
Overwhelming street noise making it hard to orient.
Limited availability of accessible mobility training tools.
Anxiety about obstacles and unsafe crossings.
Tech Comfort Level
Proficient with screen readers (VoiceOver, NVDA) and smartphone accessibility settings.
Regular user of smart cane and voice assistants for daily navigation.
Comfortable exploring new apps and devices if they have clear audio/haptic feedback.
How Pathfinder+ Helps
Simulation Mode lets her practice in quiet, safe environments.
Live Mode provides real-time haptic and audio navigation.
Gamified landmark challenges turn mobility practice into an adventure.

Meet the Founders
Pathfinder+
Riley wants to practice navigating to a new café using Simulation Mode before trying the route in Live Mode.
Mission : Café Confidence Challenge
Mission steps :
Start Point: Dorm entrance at Rutgers Yard.
Cue 1: “Walk forward 150 feet, turn right at the sound beacon.”
Cue 2: “Cross street at tactile paving, then turn left.”
Cue 3: “Proceed 100 feet — café entrance on your right.”
Completion: Pathfinder+ congratulates her and awards 10 Mobility Points + ‘Café Explorer’ badge.
Objective : Navigate safely to Rutgers Yard Starbucks Café, using Pathfinder+ devices and cues.

Rewards :
Points added to progress tracker.
Unlocks next level mission: Library Landmark Quest.
So, Nu stride's cool assistive tech helps visually impaired folks dive into games, solve puzzles, and think critically. It's like a fun training ground that equips them with handy skills for navigating the real world solo.
Game Genre : Gamified Assistive Navigation (Adventure + Real-world exploration)
Our Platform : Mobile App (IOS/Android)integrated with mart cane, haptic glove and audio navigation devices.
The Game Story
Our sense kits
The Game Wireframes
Pathfinder+ Wireframe
World Screen Reader
Home
Mission
Profile
Pathfinder+
Welcome to Nustride
Start you’re Today’s Mission
Review Progress
World Screen Reader
Scroll horizontal for recommended coffee shops nearby
as per recommendations
Home
Mission
Profile
Pathfinder+
Start you’re Today’s Mission
Walk to the Nearest accessible cafe’
Choose a cafe’ Nearby
Begin Mission
Home
Mission
Profile
Pathfinder+
Today’s Mission
Walk to Rutgers Yard
Starbucks Cafe’
Simulation Mode
Change Location

Search Location
Home
Mission
Profile
Pathfinder+
Today’s Mission
Walk to Rutgers Yard
Starbucks Cafe’
Simulation Mode
Scroll horizontally to view simulation mode options







Let’s Go
Home
Mission
Profile

Lofi- Paper prototype
World Screen Reader
Home
Mission
Profile
Pathfinder+
Welcome to Nustride
Start you’re Today’s Mission
Review Progress
World Screen Reader
Scroll horizontal for recommended coffee shops nearby
as per recommendations
Home
Mission
Profile
Pathfinder+
Start you’re Today’s Mission
Walk to the Nearest accessible cafe’
Choose a cafe’ Nearby
Begin Mission
Home
Mission
Profile

Archetypus
Cafe

STAR BUCK'S
RUTGERS
YARD

AUTOMAT
CAFE

Pathfinder+
Walk to Rutgers Yard
Starbucks Cafe’
Walk forward 100 feet, turn
left at the crossing


LIDAR SCAN OF VISUALS TO INTERPRET OBJECTS
Home
Mission
Profile
Repeat Instruction

Pathfinder+
Today’s Mission
Walk to Rutgers Yard
Starbucks Cafe’
Simulation Mode
Change Location

Search Location
Home
Mission
Profile
Pathfinder+
Today’s Mission
Walk to Rutgers Yard
Starbucks Cafe’
Simulation Mode
Scroll horizontally to view simulation mode options







Let’s Go
Home
Mission
Profile
Cafe’ Explorer
You Won a 10$
gift coupon

Pathfinder+
Home
Mission
Profile
Pathfinder+UI
Objective: if Pathfinder+ is intuitive, accessible, and engaging for visually impaired users, supporting safe navigation and gamified mobility training.
Participants: : visually impaired adults varied mobility confidence levels.
Method: Remote moderated (Zoom)
Tools used



Usability testing


WCAG
usability test
WCAG report (Web Content Accessibility Guidelines)
Game AR
The Concept sketch




The flow and Information architecture

Direct live mode
gameified version
Ready for live mode
Identifying the number of clicks.The generated heat maps on maze helps us identify what is the users intentional clicks where we could work on or relocate our CTA buttons.How does the image starts becoming engaging. The number of scrolls and cues of interest or dis satisfactory
Simulation Mode: Players can practice indoors with AR-generated routes and obstacles, guided by voice instructions and vibrations from the smart cane and gloves.
Real-World Mode: Outdoors, the AR system combines LiDAR recognition with environmental mapping to translate surroundings into real-time audio and tactile feedback.
Gamified Learning: Each successful navigation task unlocks achievements, rewards, and progression levels, turning skill-building into a fun challenge.
Inclusive Design: Designed for both low-vision and blind users, the AR system ensures accessibility by blending spatial sound, haptics, and simple gestures instead of visual screens.
Game Mechanics
Core Rules:
Navigate from a start point to a selected location (real-world or simulation).
Avoid obstacles by following audio, haptic, and tactile cues.
Play in Live Mode (real navigation) or Home Mode (virtual simulation).
Player Actions
Move: Forward, backward, left, right, stop.
Recognize: Scan surroundings with smart glove & earbuds.
Interact: Ask for assistance, confirm choices.
Problem-Solve & Decide: Choose safest paths and responses.
Environmental Mechanics
Traffic: Simulated cars, crosswalk signals, engine sounds.
Obstacles: Curbs, pedestrians, bikes, barriers (real & simulated).
Multi-Tool Feedback
Echo Earbuds – 3D directional audio cues.
Tactile Gloves – Vibration alerts for hazards.
LiDAR Cane – Braille/text cues for timing & actions.
Rewards
Points & Badges for safe arrival, hazard avoidance, puzzle-solving, and weekly challenges.
Unlocks new environments and missions with progress.
Game Flow
Choose mission & mode (real or virtual).
Receive objective and navigation setup.
Navigate, avoid obstacles, make decisions.
Reach destination, earn rewards, unlock challenges.
Constraints
GPS & AR limits – Inaccurate indoors drift in navigation.
Latency – Audio/haptic cues must be instant.
Battery drain – Sensors and GPS use high power.
Hardware differences – Varying device performance.
Safety – Misguidance near traffic is high risk.
Privacy – Sensitive location & usage data.
Offline use – Limited functionality without signal.
Noise – Traffic may mask audio cues.
Fit & Calibration – Device placement affects accuracy.
From Pathfinder+, I learned that accessibility must be designed from the ground up, with small details like haptic feedback and voice timing making a big difference. Balancing innovation with simplicity is key, and gamification can turn navigation into an empowering experience. Most importantly, empathy and collaboration with users reminded me that inclusive design is about creating dignity, independence, and joy.
Lessons Learned
By merging assistive technology with game design, Pathfinder+ helps users build confidence, sharpen orientation skills, and feel empowered to move independently in both virtual and real spaces. The Ar Model riley is still a work in progress to be integrated as a part of the App.
