SENSAURA
An inclusive design solution to navigation beyond vision. Sensaura communicates a spatial audio language through wearable technology to enable independent, hands-free travel of indoor and outdoor spaces with the potential to transform hands-free navigation.
PROCESS
UX Research
Design Futures
Sensory Neuroscience Research
Stakeholder Engagement
Design Strategy
Participatory Design
Multi-Disciplinary Team Building
Prototyping
Usability Testing
Design Communication
Storytelling
OUTCOME
Design for Social Good
Spatial Audio Experience
Wearable Technology
Systems Design
DATE
Jan 2020 - Jun 2020
CLIENT
MA/ MSc Global Innovation Design Project.
Royal College of Art & Imperial College.
ROLE
Project Manager, Stakeholder Manager, UX Researcher & Designer.
PARTNERS
Thomas Pocklington Trust, Focus Group.
NGNI Lab, Technical Support.
Math Whittaker, Computational Design.
Asher Levitas, Musician.
AWARDS
Helen Hamlyn Award, Inclusive Design.
i-D &Artsthread, Design for Social Good.
IDA Awards (Gold), Design for Social Good.
IDA Awards (Gold), Design for Society.
“Sensaura is a very beautiful and brilliant solution for the visually impaired. It brings together hi-tech with human-centred design in a really sensitive way.”
— Lucy O’Rorke, Director of Projects, Helen Hamlyn Trust
Sensaura Process Image
OVERVIEW
INSIGHTS
How can we navigate the world without sight? In the U.K. today, nearly 2 million people are living with sight loss. This figure is set to double by 2050. One user stated that they were “only disabled by the design of our environment”. We might not be able to redesign the entire environment, but more easily, we can design our perception of the environment.
OPPORTUNITY
Current assistive technologies for navigation have focussed on the development of technologies to detect and process visual information from the environment. Sensaura takes a different approach by starting with the ideal goal of what a fully inclusive and accessible future would be and working backwards from that; placing the human user at the heart of its process to ensure a desirable and sustainable solution.
Photos from Focus Group run at Thomas Pocklington Trust in London
Photos from Focus Group run at Thomas Pocklington Trust in London
Photos from Focus Group run at Thomas Pocklington Trust in London
Photos from Focus Group run at Thomas Pocklington Trust in London
“We are only disabled by the design of our environment”
— Anonymous User from Interview
UX Research Survey on Desktop
USER EXPERIENCE RESEARCH
A range of qualitative and quantitative research methodologies was used to gain user insights. This included 1-1 interviews, focus groups, surveys as well as empathy-building activities. The focus group was run in partnership with the Thomas Pocklington Trust. Engaging blind and partially sighted users throughout the design process was crucial to ensuring project relevance and creating a participatory design approach.
Deep research was also carried out to understand neuropsychology theories of sensory perception and sensing technologies. This ensured rigour of all proposed solutions - in terms of how they coincide with substitution theory. Research was enhanced by consultations from the Next Generation Neural Interfaces Lab at Imperial College who aided the development of the proposed sensing technologies suitable for this use.
Illustration of the Dialogue in the Dark London Experience
EMPATHY BUILDING
Although everyone’s experience of blindness or partial sightedness is obviously something unique to their own circumstances - a way to empathise with users was by visiting a sensory exhibition designed to promote inclusion for businesses.
Dialogue in the Dark is set in total darkness, designed to push you out of the comfort zone and orient you to a world without pictures. As a participant, you wander through a simulation of London locations in complete darkness. You are guided by someone who is blind and - without visuals to guide you - your other senses awaken, helping you to navigate by sound and touch.
8 Personas Developed from User Research
Stakeholder Mapping
Futures Methods: Forecasting and Backcasting
Sensaura Augments Human Perception
SYNTHESIS & STRATEGY
Research was carried out globally across Tokyo, New York and London with blind and partially sighted users, experts and wider stakeholders. Synthesising this gathered insights from this process identified the global problem faced by this community of how to navigate not only independently, but intuitively.
Strategic design futures methods were used to create a clear roadmap of how Sensaura fits within a long term vision of inclusive navigation in the built environment.
Binaural Sound Test Experiment Visuals
Binaural Software and Soundbite Visuals
Feedback from Experiment Partipants
PROTOTYPING & TESTING
All aspects of the design (spatial audio language, hardware, system design) went through multiple iterations during its development. This was done through continuous prototyping and testing to evaluate the user experience and build upon the learnings from user feedback.
Rapid Prototyping Process of Wearable Technology
Printed Research Report
RESEARCH REPORT
A detailed research report was written analysing and assessing the market need, research methodologies and success of prototypes which were evaluated through user testing. This is available upon request.
Schematic of Wearable Technology
“Sensaura is a new genre of product.”
— Jack Mama, Co-Founder of vHM Design Futures and Studiomama
DESIGN OUTCOME
Sensaura’s wearable device is designed to enhance hands-free use. It combines camera and radar sensors to detect visual information in the environment. This enables object identification and lower body detection of obstacles, drops and steps - something no market option currently offers.
This visual information is processed via the user’s phone and then fed-back to the user through audio and haptics. Simple warning cues are communicated through vibration, -more complex information is communicated through audio via bone-conduction headphones.
Sensaura’s soundbites are designed so they’re clearly distinct from the natural environment. Users can experience the soundbites spatially, as audio augmented reality, with sounds giving directional cues for navigation and object locations. This experience enhances the natural capabilities of human hearing. One user said it “felt like having an extra sense”.
To overcome challenges of navigating spaces where GPS is unavailable - Sensaura would connect to beacons in the environment, working comparably to hearing aid loops. This creates a seamless transition between outdoor and indoor spaces.
Material Finishes for Wearable Tech Earpiece
Material Finishes for Wearable Tech Neckpiece
VALIDATION
Sensaura has garnered validation from industry experts across the fields of urban planning, psychoacoustic, future mobility and wearable technology. This included support from specialists at ARUP.
Sensaura has also gained recognition from notable industry leaders including Sir Jony Ive KBE, Professor Gerry McGovern OBE and Yves Béhar.
Sensaura’s System Diagram
User Journey of Sensaura - Part 1
User Journey of Sensaura - Part 2
REFLECTIONS
Due to Covid-19, many tests set to be carried out in real-world environments could not take place. Further research and experiments would be required for next steps - including a working prototype of the wearable to test in real-world scenarios.
In the absence of real-world testing — validation from industry experts and users has validated the concept.
“I love the inclusivity of the approach. Creating a wearable that does not stigmatise or scream disability. It is desirable to everyone. For me, it represents the central essence of an inclusive approach.”
— Rama Gheerawo, Director of The Helen Hamlyn Centre for Design