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ASSISTIVE TECH · GAMIFICATION · AR · ACCESSIBILITY

PathFinder+

A gamified mobility tool that empowers visually impaired users to navigate safely and independently — turning everyday navigation into a real-life game.

ROLE
Concept · Prototyping · AR
CONTEXT
Rutgers · Framing & Prototyping
TYPE
Assistive app + wearables
TEAM
Team of 3
PathFinder+ concept

PathFinder+ — assistive mobility training, made engaging.

00 — OVERVIEW

More than a game — an assistive mobility tool.

Designed with smart wearables and a rewards system, PathFinder+ helps visually impaired users overcome daily obstacles, build confidence, and navigate independently — while keeping the journey engaging.

THE CONTEXT

A Rutgers Product Framing & Prototyping project exploring accessibility-first design.

THE PRODUCT

A mobile app paired with a smart cane, haptic gloves, and audio earbuds — synced to the city.

MY ROLE

Concept development, interactive prototyping, AR models, and lo-fi usability testing.

01 — THE PROBLEM

Independent navigation is hard to learn — and harder to practice safely.

Visually impaired users need to build spatial confidence, but real-world practice is noisy, unpredictable, and risky.

Accessible mobility-training tools are scarce, leaving a gap between wanting independence and feeling safe enough to try.

12M Americans

aged 40+ live with vision impairment (≈1M with blindness) — a number predicted to more than double by 2050, alongside ~3% of children under 18.

01

Disorienting noise

Overwhelming street sound makes it hard to orient and stay confident.

02

Few training tools

Accessible mobility-training options are limited — practice rarely feels safe.

03

Anxiety at crossings

Obstacles and unsafe crossings create real anxiety about traveling alone.

02 — WHO I DESIGNED FOR

Meet Riley — independent, tech-savvy, and ready to explore.

Riley Brian
PRIMARY USER
Riley Brian · 28
  • // Grad student (Psychology), Newark NJ
  • // Partial vision loss · Retinitis Pigmentosa
  • // Navigates with a white cane
  • // Fluent in screen readers & voice assistants
  • // Loves challenges & earning rewards

"If I can learn a new route in a game, I can take it in real life without feeling nervous."

Riley is confident indoors but anxious in unfamiliar, busy places. She wants to build spatial awareness, practice before real trips, and rely on haptic + audio cues — without needing a sighted guide.

03 — RESEARCH & APPROACH

Two modes, built on real research.

Secondary research, competitive analysis, a WCAG heuristics audit, and four in-depth interviews with visually impaired users and accessibility experts shaped every decision.

MODE 01

Simulation Mode

Practice indoors with AR-generated routes and obstacles, guided by voice and haptics.

MODE 02

Live (Real-World) Mode

LiDAR recognition + environmental mapping translate surroundings into real-time audio and tactile feedback.

PRINCIPLE 03

Gamified learning

Each task unlocks points, badges, and levels — turning skill-building into a fun challenge.

PRINCIPLE 04

Inclusive by design

Spatial sound, haptics, and simple gestures replace visual screens for low-vision and blind users.

04 — A MISSION

The Café Confidence Challenge.

Riley practices a route to a new café in Simulation Mode before trying it live — earning Mobility Points and a "Café Explorer" badge.

↔ scroll to follow the mission flow

01 · CHOOSE

Pick mission & mode

Real-world or simulation, indoors-safe.
02 · SETUP

Receive objective

Clear cues: "Walk 150 ft, turn right at the beacon."
03 · NAVIGATE

Follow the cues

Audio + haptic guidance; avoid obstacles.
04 · DECIDE

Choose safe paths

Cross at tactile paving; problem-solve crossings.
05 · ARRIVE

Reach the café

Destination confirmed, safely and solo.
06 · REWARD

Earn & unlock

+10 Mobility Points, "Café Explorer" badge, next quest.
05 — THE SENSE KIT

Three devices, one confident walk.

Wearables work together — the cane senses, the gloves guide, the earbuds narrate — so navigation happens through sound, touch, and gesture, not a screen.

NuStride smart cane
NUSTRIDE · CANE

LiDAR-driven mapping, a tactile braille panel for live info, a retractable tip, gesture + voice control, and an ambient safety LED.

Eco-Earbud
ECO-EARBUD

3D directional audio points toward landmarks, AI noise-filtering clears urban sound, and an emergency mode sends an SOS with a GPS ping.

Magic Gloves
MAGIC GLOVES

Left/right vibration for turn-by-turn, gesture commands, and a finger sensor that reads buttons, signs, and objects.

In the app

PathFinder+ simulation mode PathFinder+ mission PathFinder+ rewards
Simulation + Live modes LiDAR recognition Haptic + 3D audio Smart-city links Rewards & progression
06 — TESTING & VALIDATION

Tested with the people it's for.

Remote moderated sessions with visually impaired adults, Maze task-flows, and a WCAG accessibility audit drove iteration — heatmaps refined CTA placement and engagement.

✦ ACCESSIBLE

WCAG-audited

Accessibility heuristics evaluated against WCAG standards from the first wireframe.

✦ VALIDATED

User-tested

Four in-depth interviews plus moderated usability sessions on the lo-fi prototype.

✦ HONEST

Designed around limits

GPS/AR drift, latency, and battery were treated as constraints, not afterthoughts.

07 — WHAT I LEARNED

Accessibility has to be designed from the ground up.

Small details — haptic feedback, voice timing — make an enormous difference, and balancing innovation with simplicity is everything. Gamification turned mobility training into something genuinely empowering.

Most of all, working closely with users reminded me that inclusive design is about dignity, independence, and joy. The AR companion for Riley is still in progress, to be integrated into the app.