Our accomplishment was that we created a low-fidelity prototype of a smart walking stick with multi-sensory input like visual, auditory and haptic for visually impaired people.
Our challenge was to show the multi sensory component of the sticks using household material while it being cost effective.
We responded to the challenge by using materials which were available at our households and presented the multi sensory components using those items.
Some of the things that worked for us were Incorporating audible and visual signals helped us make the concept obvious and intuitive, even without working electronics.
Some aspects that did not work for us included a lack of real-world testing and a limited budget, which limited a lot of our options.
We learnt that accessibility and technology can be meaningful when approached with empathy, creativity, and somatic design principles.
SDP1 established the groundwork for how accessibility might be considered when designing for individuals with disabilities.
In SDP1, we aimed to create a low-fidelity Smart Walking Stick for those with visual impairments using somatic design principles. The prototype aimed to provide a simple navigation tool by engaging the user's senses of touch, hearing, and sight. We used simple materials to look into how sensations might improve awareness of users and movement in physical spaces. The Smart Walking Stick will allows users to detect obstacles with visual, auditory and haptic feedback.
Our design problem revolved around the fact that people with visual impairments frequently struggle to navigate places safely due to the insufficient multi-sensory support in existing technologies. Our initiative aimed to solve this by developing a smart walking stick with auditory, visual, and tactile feedback to improve spatial awareness and increase independent mobility.
My role was to actively participate in the ideation process by brainstorming components like LED lighting, auditory cues, and vibration feedback. I also helped with the production of the prototype, choosing materials, developing the form, and including sensory aspects to ensure the stick was user-friendly lightweight, and adaptable to real-world user needs.
We began by studying the demands of visually impaired users and the frequent issues they face with current technologies. Our prototype included the following features:
When the stick comes into touch with an obstacle, the clay at the bottom provides an audible signal to the user.
Pool noodle represents a button that vibrates when in touch with any obstacles.
LED fairy lights offer visibility in low-light conditions and signal the presence of obstacles.
Pool noodle handle provides an ergonomic grip and relaxing stimulation when in touch.
The stick was made from metal cans and developed to bounce slightly when touched, providing a haptic sense. Although technological aspects were not yet working, this phase was dedicated to investigating the stick's sensory design and structure in a creative, low-cost manner.
The initial prototype effectively demonstrated how low-cost materials, together with somatic design principles, could produce a useful assistive technology for visually impaired people. The prototype enabled us to look into sensory feedback via sound, light, and touch. It provided a useful starting point for evaluating user interaction and accessibility features. This phase also highlighted the value of empathy, user-centered thinking, and creativity in inclusive design. Overall, SDP1 established a solid platform for future revisions that would include more advanced methods.
Project Summary
Design Problem & My Role
The Design Process
Conclusion
Prototype Sketch
The Smart Walking Stick
Reflection
Smart Walking Stick – Foundational Prototype


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