Shrivalli Attavar

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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.

Game Idea

The Problem

Adults (40+years)

Children (Under 18)

Research Reference

Challenges faced

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.

Click on the blue tablets to view each challenges faced by people who are visually impaired

Click

Tablets

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

  • Shrivalli Attavar

    Founder & UX Designer,product designer – Pathfinder+

  • Shelby Holzapfel

    Founder & Product designer , Researcher – Pathfinder+

  • Sehar

    Alimohammad

The Concept sketch

The Concept sketch

This diagram illustrates the early UI architecture developed for Pathfinder+. It showcases the user journey from the Home Screen through to the Rewards Page, while highlighting how the app integrates with our Sense Kit a set of simulation tools designed to support accessible navigation training.

Pathfinder+ functions by leveraging a LiDAR-powered machine learning recognition system. The camera interprets the surrounding environment and translates it into audio feedback. Through AR-enhanced audio-visual cues, users are informed about landmarks, pathways, and potential hazards.

When obstacles are detected, the system triggers haptic sensory feedback via the NuStride smart cane, ensuring real-time awareness and safety. This seamless integration of UI, assistive hardware, and gamification creates an engaging, confidence-building mobility experience.

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.




The flow and Information architecture

gameified version

Direct

Live Mode

Ready for Live mode

Starts a loop a goes to the next mission

The Game Story

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

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.



Usability testing

WCAG

usability test

WCAG report (Web Content Accessibility Guidelines)

Game AR

Pathfinder+ integrates Augmented Reality (AR) to transform everyday navigation into an immersive, gamified experience for people with visual impairments. Through AR overlays and audio-haptic cues, the game simulates real-world environments and trains users to safely navigate streets, doorways, and public spaces.


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.

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.

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).



Constraints

Lessons Learned

Simulation first helps uncover accessibility gaps. Since we didn’t have the actual smart cane hardware, building simulations allowed us to test AR audio and haptic interactions early. This revealed gaps in accessibility and gave us direction on what needed to be prioritized.

  1. Accessibility feedback outweighs assumptions. Our initial design made assumptions about what would be intuitive for visually impaired users. Testing quickly showed us that even small delays in audio cues or unclear vibrations could cause frustration, reinforcing the importance of real user input.

  2. Balancing technology and simplicity is key. While LiDAR, machine learning, and AR integration were exciting to design, users responded best when interactions were simple, direct, and repeatable. The lesson was to ground innovation in clarity and ease of use rather than just advanced features.

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.

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Shrivalli Attavar 2025