Cicerone concept render: sunglasses with a LiDAR unit and a bone-conduction headset, labelled for haptic and auditory feedback, shoreline guidance and obstacle detection

Accessible Design | Hardware Product Design | User-Centered Design

Cicerone 

Cicerone 

Cicerone 

Cicerone is a haptic wearable navigation wayfinder headset prototype that helps blind and visually impaired individuals to walk in straight lines effortlessly and to reach destinations independently

Role: Lead Prototyper, Product Designer — spatial audio, haptic wayfinding cues, live Wizard-of-Oz test control

Team: 4-person UW HCDE team — I owned prototyping & hardware 

Duration: 3 months, late 2022 

Project Type: User-Centered Design Class Project at UW

01

project overview

01

project overview

The Problem
“How can we facilitate those with visual impairments or blindness to navigate their preferred routes efficiently and engage seamlessly with their social circles?”

Project Summary

Cicerone is a class project for the User-Centered Design course in UW’s Human Centered Design & Engineering program.

The prompt for this project is “Back to a Future Life Together,” which asked us to design a non-app or website that enables people to “do life together.”

The team conducted the work in Seattle, WA, and there were several participants from other states and overseas.

A blind participant with a white cane and bone-conduction headset walks a hallway while a teammate cues the prototype from a tablet

In the concept, a LiDAR unit scans the surrounding environment, and Cicerone deploys auditory + haptic feedback to help blind or low-vision users to walk on stairs more safely and confidently.

Solution

Our team designed a “Wizard of Oz” high-fidelity prototype powered by a bone-conduction headphone, a tablet-controlled MIDI controller, a set of wireless lavalier microphones, and a teammate who played the AI live, speaking through the headphone.

The system complements existing assistive tools like the white cane, online map apps, and the accessibility features built into modern smartphones.

A participant wearing the prototype reaches for a vending machine's buttons during a text-recognition task

In the concept, a camera reads text on objects when the user asks by voice. In testing, a teammate read it aloud.

Stakeholders

Our primary users are blind and visually impaired individuals.

We also explored how service dogs, helpers, people on the street, and video call services (Aira / Be My Eyes) can be potential stakeholders for our design.

A participant's white cane and feet crossing an indoor lobby

Cicerone uses haptic feedback to keep users on their desired path, notify users of the obstacles ahead, and provide detour guidance.

Cicerone uses haptic feedback to keep users on their desired path, notify users of the obstacles ahead, and provide detour guidance.

The study at a glance

5

5

blind and low-vision participants tested the prototype

6

6

types of analog or assistive tools each participant uses or has tried, on average

3

3

test environments, from an indoor hallway to a multi-level building

02

user research

02

user research

Research Goal

Leveraging various methodologies to learn about users’ pain points and needs, and to translate those insights into design opportunities.

Research Methods

Team Cicerone implementing Narrative research on UW Seattle Campus

Narrative research on UW Seattle Campus with blind participant

Narrative research on UW Seattle Campus with blind participant

Team Cicerone implementing Narrative research on UW Seattle Campus

Narrative research on UW Seattle Campus with blind participant

Survey

We had a variety of questions ranging from the tools blind individuals use to navigate their path to the elements in their navigation journey that cause hassles.

We had a variety of questions ranging from the tools blind individuals use to navigate their path to the elements in their navigation journey that cause hassles.

Interview

Get a deeper understanding of the issues that the survey respondents mentioned.

Get a deeper understanding of the issues that the survey respondents mentioned.

Narrative

Closely observe our participant’s actions as they went about navigating their path.

Closely observe our participant’s actions as they went about navigating their path.

Co-design session: a blind participant works through ideas with team members around a table

Co-design sessions

Co-design sessions

We hosted 2 co-design sessions with a blind participant, and this process made sure Cicerone’s solution is designed with the users’ routine in mind.

Research Findings

Haptic Feedback

All participants mentioned that current tools lack haptic feedback.

“Last-mile” problem

All participants mentioned that current navigation tools do not provide granular details such as distinguishing between two storefronts or the exact room one wants to enter.

Personas

Background

Emerged from interviews and narrative research. We designed our device to help users throughout their daily lives while prioritizing their safety.

Although we examined the goal and role-directed desires for each of our fictional personas, we also humanized them.

We would often refer back to them and ask ourselves, “what would Sam think of this new iteration? This still helps her on her way to school, right?”

Constraints

Our recruitment pool of individuals who are blind and low-vision was small. Therefore, our fictional personas became the foundation of our user research.

Their fictional scenarios continually helped us iterate new ideas when we did not have in-person testers.

However, this also limited our scope, and our personas closely resembled our interviewees and user testers. 

Our recruitment pool of individuals who are blind and low-vision was small. Therefore, our fictional personas became the foundation of our user research.

Their fictional scenarios continually helped us iterate new ideas when we did not have in-person testers.

However, this also limited our scope, and our personas closely resembled our interviewees and user testers. 

Persona - 3- Jennifer.png
Persona -1.png
Persona - 2 - Sam.png

Design sketches

What goals we wanted to achieve with our solution

What goals we wanted to achieve with our solution

  • Remain low in intrusion & interference in users’ daily lives, and complementary to existing assistive technology

  • Provide the safest path, not the quickest

  • Provide haptic feedback for obstacles

  • Include accurate turn-by-turn guidance, especially for last-mile navigation and spaces where there is no shoreline (such as the edge of a sidewalk) to follow

  • Take the impact of noise levels in outdoor environments into consideration, so that users can hear the guidance clearly regardless of the environment

Cicerone Sketch
Early pen sketch of the glasses and their haptic feedback zones, with handwritten design notes

03

ideate, design & prototype

03

ideate, design & prototype

Sketching out scenarios before prototyping

Visualize and communicate how users could interact with the product in a real-world context.

How should users interact with our design?

User flow 1: turn on the glasses, enter a destination, follow haptic cues along a projected curb, then ask which door is the store
User flow 2: haptic curb guidance with a puddle alert and turn cues, then a bus-arrival alert and help boarding
User flow 3: haptic guidance to a destination with a construction-reroute alert and an arrival alert
no $$$, no emerging tech, under a tight timeline

How did I prototype a future-technology MVP?

Spatial audio editor placing sound sources around the listener, used to map direction and distance cues
Spatial Audio Mapping + Haptics Simulation 

I used audio editing software to map out and adjust the spatial stereo-auditory feedback that includes the simulation of haptic signals.


By using spatial audio mapping, test participants can fairly accurately identify the direction & distance of an event relative to their real-time position. The sound’s loudness and frequency adjust in response to the user’s movement, and once they move past the event, they receive immediate feedback to confirm their progress.

Hands tapping cue pads on an iPad Launchpad app, used to fire audio and haptic cues live during tests
MIDI Controller as Remote Control Interface

I exported audio and haptic patterns to an iPad MIDI Controller app, “Launchpad”, and customized the cue attributes such as loudness, stereo channel, and surrounding effects to fit testing participants’ preferences.


All the sounds live on the Launchpad interface for different tasks, and the facilitator on the team will cue corresponding auditory feedback when the user encounters obstacles during the test. When the facilitator cues the sound, the test participant will hear corresponding sound & haptic simulation.


A team member listening to an audio cue on a phone
Human acts as AI substitute

Due to the tech and time constraints, the team was unable to integrate a real-time AI assistant with LiDAR, so one of our team members is “disguised” as an AI to provide feedback through the bone-conduction headphone, supplementing the minimal haptic & auditory signals.

The bone-conduction headphones used in the prototype
Bone-conduction headphone

To achieve an experience closer to the intended design, I chose bone-conduction headphones in the prototype for sound transmission and haptic simulation, allowing users to communicate with the product during testing, while keeping both ears open to maintain a high level of environmental awareness. Bone conduction headphones use resonance to deliver sound—making them especially well-suited for the simulated haptic feedback built into the design.

A glance at Cicerone’s
“Wizard of Oz”
prototype

The prototype: sunglasses paired with bone-conduction headphones
The Wizard-of-Oz rig: sunglasses with a clip-on lavalier microphone and a bone-conduction headset
Close-up of the bone-conduction headset hooked over the sunglasses

How did we make it work?

System diagram: the facilitator's iPad Launchpad sends cues to the user's bone-conduction headphones, and wireless lavalier mics carry the user's voice back to the team

04

usability test & iterations

04

usability test & iterations

How did we test Cicerone with low-vision & blind users?

How did we test Cicerone with low-vision & blind users?

A participant's hand finding a vending machine's buttons during testing

Indoor navigation in a hallway with a low-vision participant

Tasks:

  • Shoreline keep assist

  • Detour an obstacle on road

  • Text recognition: vending machine and door sign

A participant with a white cane walking along an outdoor sidewalk

Controlled outdoor navigation in an apartment courtyard with a blind participant

Tasks:

  • Turn-by-turn guidance in an unfamiliar and complex environment

  • Emergency hazard alert

  • Description of human beings and objects

  • Public transit simulation

  • Virtual shoreline guidance in a wide-open space with lane departure alert

A participant climbing brick steps with a white cane during the multi-level navigation test

Semi-controlled indoor multiple-level navigation with a blind individual

Tasks:

  • Stairs guidance

  • Door knob locating assistance

  • Object detection

  • Detour obstacles

  • Door sign and keypad lock assistance

What do the usability tests tell us?

User feedback

User feedback

Iterations

Iterations

Give users more autonomy and agency when they want their surroundings to be described or announced.

Give users more autonomy and agency when they want their surroundings to be described or announced.

Minimizing the delay & response time between users’ actions and the device to make the experience more intuitive.

Minimizing the delay & response time between users’ actions and the device to make the experience more intuitive.

Incorporating a greater variety of auditory and haptic patterns while making them distinctive.

Incorporating a greater variety of auditory and haptic patterns while making them distinctive.

Simplify the device setup process and provide a “learner mode” that pairs words with auditory & haptic feedback.

Simplify the device setup process and provide a “learner mode” that pairs words with auditory & haptic feedback.

Reduce the reliance on the internet. The product should be able to function by itself with the camera & LiDAR system.

Reduce the reliance on the internet. The product should be able to function by itself with the camera & LiDAR system.

“My white cane can get the job done 80% of the time, and I hope it chimes only when something special happen.”

“My white cane can get the job done 80% of the time, and I hope it chimes only when something special happen.”

“After I followed its instruction, it (Cicerone) took a second to give me the next move, but I like it tells me that I have successfully detoured on something.”

“After I followed its instruction, it (Cicerone) took a second to give me the next move, but I like it tells me that I have successfully detoured on something.”

“I feel the sound is a bit monotonous and could irritate me if it keeps beeping at me”

“I feel the sound is a bit monotonous and could irritate me if it keeps beeping at me”

“At the first 2-minutes, I am not exactly sure what each cue is telling me to do”

“At the first 2-minutes, I am not exactly sure what each cue is telling me to do”

“I hope this works without network, cuz ‘Be My Eyes’ (app) always drops indoor when I have a bad cellular signal.”

“I hope this works without network, cuz ‘Be My Eyes’ (app) always drops indoor when I have a bad cellular signal.”

The team iterated on the product based on all the feedback received, and tested it with the same group of participants again in a different environment.

What did our testers say about Cicerone?

What did our testers say about Cicerone?

“I think there was a drastic difference between your first version and the latest version, it just make the experience so much more smoother.”

— Blind user tester “Aiden”

— Blind user tester “Aiden”

“I cannot wait to have this device if it is available on the market. I can put myself on ‘autopilot’ mode with it and it definitely gives me a peace of mind when walking in a complex environment.”

— Low-vision user tester “Steve”

— Low-vision user tester “Steve”

05

reflection

05

reflection

What could be done differently?

What could be done differently?

  • Bridge the research insights and design more cohesively.

  • In the usability test, test more scenarios and add more challenging tasks.

  • Research the differences between low-vision, visually impaired, and blind users’ usage patterns.

  • Keep engaging with study participants to understand their daily lives more in-depth.

Limitations

Limitations

  • Due to time constraints, the team was not able to test the design’s efficiency in more complex, real-world situations where users might have trouble hearing certain feedback.

  • The haptics in the prototype are simulated with vibrating sound transmitted through bone conduction, so the team is unsure how users might react differently to real haptic feedback.

  • All the “AI” features in the prototype remained “Wizard of Oz” (human-acting AI) when the study was conducted in late 2022. Given the rapid development of real AI with visual recognition since 2024, the team is excited to explore how it could be applied in accessibility contexts like Cicerone.

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