Simplifying navigation for white cane users using haptics and extended reality
My role
Lead Product Designer
Working with 1 Dev
Timeline
2 years
Tools
Arduino/C++, 3D printing, CAD (3D modelling)
🚀 This product idea was eventually backed by a world-leading business incubator. From this, founded a tech startup to commercialise it, raised seed investment from Europe's leading tech-for-good VC, and built an MVP and traction with support from national sight loss organisations including RNIB and Guide Dogs.
The user experience of a white cane
33% of blind people face stigma due to their disability, often intensified when using a white cane
The white cane, a symbol of blindness, helps visually impaired users navigate by detecting ground-level obstacles. Users can tap or roll the cane in a sweeping motion along their path, receiving vibrations from the floor or nearby objects as tactile feedback. This helps them identify the location and size of obstacles, allowing them to create a mental map of their environment. While the cane is foldable for portability, it is designed to be noticeable for safety, particularly in outdoor settings, near traffic, or in unfamiliar areas.
The challenge with using a white cane
In the UK, 1 in 3 visually impaired people face social stigma, including abuse, negative attitudes, or discrimination. Additionally, many struggle with the emotional trauma of losing their sight, which can lead to significant lifestyle changes and even depression. The white cane, as a visible marker of their disability, often reinforces this stigma, making it harder for them to adjust to their new reality.
An opportunity to innovate and address a social issue
How could extended reality (XR) technologies be used to improve the UX of the white cane?
During my dissertation, I explored how technology could improve the user experience (UX) of the white cane used by visually impaired people. In researching emerging technologies, I saw an opportunity where extended reality (XR) technologies, including haptics and spatial mapping, could augment or improve the white cane.
Through user research, I met real visually impaired people affected by the limitations and stigma of the white cane and was moved by empathy to create a solution to help address these issues.
Addressing the project constraints
One key consideration was that users had impaired vision, so I needed to adapt visual communication methods, such as sketches, to more accessible design communication methods—tactile methods—earlier in the design process. From the start, I used rapid prototyping with 3D printing and open-source electronic prototyping, allowing me to communicate design ideas and iteratively develop concepts as quickly as with sketches.
A limited budget required me to take on multiple roles without the support of a larger technical team, which extended development time. Additionally, high prototype costs limited the amount of user testing that could be conducted.
An incremental & iterative design approach
Considering the complexity of the social stigma surrounding white cane use, I recognised that many contributing factors—such as public attitudes towards visual impairment—were beyond the product's scope of influence. Therefore, I focused on empowering the individual user, prioritising aspects they could control, such as independence and confidence.
I structured the development process into two increments. The first increment centred on developing the user experience in a low-fidelity prototype, while the second focused on refining the user interface and building a high-fidelity prototype and minimum viable product (MVP).
Increment One: Developing the User Experience
I began with extensive research to understand the user needs and identify friction points in their user experience. I also conducted a competitor analysis to benchmark similar technologies. Using these insights, I developed user personas and prioritised features, shaping the core concept for the product.
Co-designing with a focus group formed of interviewees, I built a prototype using a basic spatial mapping model and conducted usability tests in a controlled environment. Based on user feedback, I did three design iterations to finalise the first version of the MVP.
Increment Two: Refining the User Interface
After securing funding, I moved into the second increment. I applied user interface principles to improve product usability. Following user testing of refined high-fidelity prototypes, I handed over the final UX and UI designs to the Embedded Engineer to develop the PCB—the hardware and software required for mass production. This handover transformed the prototypes into scalable MVPs for beta testing, which coincided with the onset of the COVID-19 pandemic.
The Focus
How might we communicate spatial depth to a visually impaired person to aid navigation?
Increment One: Developing the UX
Understanding user needs & friction points
I began by understanding sight loss and common issues in the UK via RNIB, a leading source. I also gained initial insights through vlogs by influencers who use the white cane. This approach helped me identify pain points to explore in depth during interviews.
User interviews to form a user journey
I interviewed two visually impaired students and observed them using a white cane in a familiar setting. Conducting unstructured interviews allowed us to thoroughly explore their white cane experiences and identify potentially overlooked needs. I also consulted an expert—a white cane trainer—to broaden the insights, compensating for the limited user interviews. I then synthesised these into a user journey, mapping emotions users felt at different touchpoints, to identify friction points.
Friction points in the white cane user journey
👩🦯 High cognitive load: White cane training during rehabilitation can demand a high level of effort as it requires users to simultaneously process auditory and tactile feedback to create a mental map.
😔 Loss of identity: Coming to terms with disability can take years, as it involves a profound loss of identity. The white cane, as a visible symbol, can feel like it diminishes their individuality.
🦯 Adoption and Stigma: Using the white cane as a primary mobility aid can lead to stigma and being treated differently, sometimes making users hesitant to adopt it despite its safety benefits.
Who we’re designing for
Anne, a tech-savvy 36-year-old with mild visual impairment.
She wants to be independent when navigating with her white cane, but…
She experiences unwanted help from strangers, which makes her uncomfortable.
Davis, a sporty 53-year-old with moderate visual impairment.
He wants to return to his active lifestyle after recently losing his sight, but…
He’s anxious about using a white cane, fearing it will label him as a “blind person”.
Developing the core concept
Based on the research insights, I began developing a solution that addressed key friction points. The design aimed to be user-friendly while helping individuals adjust to sight loss without resembling a traditional symbol of blindness. I started with sketches to explore different design directions:
Through competitive analysis, I explored existing technologies in the market and discovered the use of XR technologies, such as sensors and haptics, to help white cane users detect obstacles above ground level.
Prioritising the features
Using insights from benchmarking similar products and research, I prioritised a solution that was discreet, easy to use, and smaller than a traditional white cane. The design should not resemble a white cane, and its operation should be simpler.
Leveraging XR technologies, the core concept uses a distance sensor to detect obstacles within 2 metres, similar to a white cane. However, instead of relying on both tactile and auditory feedback, this product communicates exclusively through intuitive haptic feedback. To maintain the safety benefits of the white cane, particularly in traffic, the device is foldable, allowing users to switch between discreet and traditional modes as needed.
The product must be operable with one hand, portable, suitable for indoor and outdoor use, responsive, and so intuitive that it requires minimal training—unlike a white cane.
Crafting the spatial mapping model
The critical feature is the spatial mapping model—the system and language of translating depth from visual into tactile information. Mimicking the white cane, Compact Cane used egocentric positioning, enabling the user to determine the location of things relative to themselves to aid the creation of a mental map as they move through a space. The responsiveness of the sensor-haptic feedback loop will affect the usability and cognitive effort to create a mental map.
Rapid prototyping to ideate
I started with rapid prototyping methods including 3D printing and cardboard and open-source electronic kits to create a first prototype to test with users.
Design rationale
Robust and responsive components
To replicate the eyesight, used to navigate, the sensing system needed to be as responsive as possible to minimise any delay so users could react to changes in their environment. As a result, I used an ultrasonic sensor and coin vibration motor found in mobile phones, integrated into a simple electronic system that required low processing power.
Progressive haptic feedback
I used existing mental models to design an intuitive UX: High-intensity vibrations, which convey urgency, prompt immediate action for nearby obstacles, while gentle vibrations indicate awareness of more distant ones. I divided the sensor detection range into “proximity zones” which incrementally varied the vibration intensity.
Usability testing the first model
I conducted usability tests with two users, one born blind and one who developed it. This makes a difference to the mental models which would affect the way the product is used. Tests were conducted in controlled environments.
The objectives included (i) assessing the usability of the language to navigate an unfamiliar space, and (ii) evaluating the number of proximity zones required for spatial mapping.
The methodology included observing users testing the prototype, noting their actions and feedback on its usability and their understanding of the space using the language.
Results included users successfully detecting and navigating obstacles in a spacious room. Here are the key insights:
Users struggled to differentiate between proximity zones as the haptic feedback felt too similar and too many. Action: Vary the pulsation of the haptic feedback to be more discrete
Scanning was tiresome due to the narrow sensor beam (15°), requiring users to scan over a wide arc for sufficient spatial information. Action: Select a sensor with a wider angle
Users found the prototype heavy after extended use. Action: Reduce the weight
Further build-test iterations
I conducted two more iterations, using the insights from the usability tests to improve the product, build a prototype and repeat usability tests. In the second iteration, I focused on widening the sensor beam to reduce the effort needed to scan. I also further tuned the haptic feedback to vary both the intensity and frequency of the vibrations to better distinguish between the proximity zones.
User feedback from the second iteration showed that the sensor beam angle was too wide, as it picked up peripheral objects that were not obstacles to the user’s navigation, creating false positives and a confusing experience. There was a need to narrow the sensor beam angle. Users also found the haptic feedback was easy to learn—adopting it in under 5 minutes—and could distinguish between the zones and describe the space around them using the prototype.
Design rationale
Sensing zone
To replicate the white cane, I chose a 2m range for the sensor and segmented the sensing zones into less than five zones to make it easy for the user to memorise, so it would be easy to learn and adopt as a second language.
Retrofit device onto the white cane
As it is essential to use the white cane near motor vehicles and traffic for safety reasons, retrofitting the sensing device to the cane would allow the user to fold it away into a more discreet form.
Increment Two: Developing the UI
Improving the discreetness and portability
The goal for Compact Cane was to be discreet and pocket-sized. After folding their white cane away, users could use it for navigation and spatial perception. Given users were confident to use a manual device in Increment 1, transitioning to a smaller handheld device felt like a logical step, and the validated proximity zones, haptic feedback and hardware were replicated.
The enclosure was designed to be light and comfortable, inspired by the ergonomic design of the Wii Nunchuck. It was 3D printed to prioritise quick modifications over robustness.
Usability testing
I conducted usability tests with five users, with a diversity in age, gender and onset of visual impairment. Tests were conducted in uncontrolled environments.
The objectives included (i) assessing the usability when navigating dynamic spaces, and (ii) evaluating how discreet the solution was in public spaces.
The methodology included observing users testing the prototype to navigate public spaces—train stations, parks, pavements, offices—noting their body language and reactions of passersby.
Results included users learning the language in minutes and detecting most obstacles, e.g. steps, stationary and moving people, and openings. Here are the key insights:
Users found it hard to detect descending stairs and narrow openings
Users hesitated to use the prototype near traffic, preferring to use the visible white cane
Passersby did not stare or react when the prototype was used, suggesting a discreet device
Users found it comfortable to use but noted its awkward shape made it difficult to easily fit into a pocket
Designing for manufacture & handover
In response to feedback, wider user testing was needed to better understand use cases and issues, but the enclosure and battery typically lasted only for a single testing session. Collaborating with a full-stack embedded engineer, a more durable and manufacturable solution was developed. This involved designing an injection-mouldable enclosure, a PCB and firmware, and integrating a rechargeable battery system to facilitate higher-volume production and longer usage times. Additionally, the 3D-printed enclosure was redesigned for injection moulding and improved pocket-friendliness, drawing inspiration from smartphone designs.
Planned beta testing with national sight loss organisations, including RNIB, Blind Veterans, and Guide Dogs, aimed to assess the solution’s effectiveness. However, the COVID-19 pandemic disrupted plans, greatly hindering testing and development due to shifting user needs. The project was paused awaiting a return to normalcy.
Final product
Compact Cane: The discreet digital mobility aid for visually impaired people
Compact Cane allows visually impaired users to navigate dynamic spaces discreetly, using a responsive and intuitive sensory-haptic language. Its pocket-sized nature allows users to seamlessly switch between the white cane when in motorised or high-traffic areas.
Closing remarks
Creating a product to address a social issue is a challenge worth pursuing. While I successfully developed a solution that helps visually impaired people navigate with greater confidence, both mentally and physically, the product needs to be produced at scale and tested over time to truly assess its impact on the social issue. I’m excited about the future of Compact Cane and look forward to further developing it into a product that can make a real difference.
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