Aardvark Accessibility
Making Accessibility Accessible
Role
UX Designer
Duration
February - April 2022
“How can we learn more about accessibility in design?”
By way of the Goal-Directed Design process, I worked alongside three other team members to create a web-based accessibility tool. As novice designers, we were aware of our lack of knowledge on design accessibility standards, and wanted to learn more. Though our idea for “what” we would design evolved throughout our research on the topic, accessibility remained our priority.
This project was created on an eight-person team: four people tackling a mobile form factor and four people working on a web form factor. The concept of an eight-person team piqued our interest, as it would allow us to navigate a larger team than we had previously worked in, as well as giving us the opportunity to manage a cohesive design system for two form factors.
Due to the COVID-19 pandemic, this project was completed in a hybrid format. We led a balance of in-person and virtual meetings with Discord, Zoom, and Microsoft Teams to aid our communication. We utilized Miro (digital whiteboard collaboration software) to perform group activities and organize content, and Figma to design our prototype. This project was completed as part of my Senior Capstone course at Kennesaw State University.
Goals
Use GDD to create a single source of truth for accessibility in design
Develop a web-based learning tool
Enhance our knowledge on accessibility standards
Challenges
Working on a team of eight people to develop two separate form factors
Digesting the WCAG (Web Content Accessibility Guidelines)
Determining “what” our project was meant to be
What is Aardvark Accessibility?
Aardvark Accessibility is an intuitive learning platform for design accessibility guidelines. We’ve created a single source of truth to help novice designers consider accessibility needs at the forefront of their
design process.
Using Goal-Directed Design to create a product based on user goals
For our semester-long capstone project, we utilized a design process known as Goal-Directed Design, created by Alan Cooper. Goal Directed Design is a detailed process that keeps user needs at the forefront to produce an effective product. This process is broken up into five phases: Research, Modeling, Requirements, Frameworks, and Refinements.
Meeting to discuss business and user assumptions
To begin our project, we held a kickoff meeting, during which we defined our problem statement and made user and business assumptions. We noted that the current state of Accessibility for Designers is primarily focused on the designer's independent research. In order to combat this, we aim to create a product that acts as a single source of truth where any and all accessibility resources needed for designers will be housed.
Problem Statement
“The current state of accessibility for designers has focused primarily on the designer’s independent research. What existing products fail to accomplish is an easily digestible and central hub for resources and tools for designers to utilize. Our product will address this gap by creating a single source of truth where any and all resources needed for designers will be housed.”
Research
In the research phase, our team developed a better idea of who we were designing for, the context in which our product would be used, as well as the competitors and domain of the product.
Researching our domain
Prior to conducting interviews, we first researched a variety of documents, industry reports, and web searches to better understand our domain. We did not have stakeholders for this project, but ordinarily, we would use this research to guide our stakeholder interviews. For this section, we looked at a variety of sources, but figured the best place to start was the Web Content Accessibility Guidelines, also known as the WCAG, since it is the benchmark for website accessibility. It was vital for us to peruse the guidelines since we did not know nearly enough about accessibility in general.
Evaluating our competitors
We then conducted a competitive audit to get a sense of how existing platforms present accessibility content. When choosing what platforms we wanted to explore, we looked at both accessibility websites and learning platforms. We decided it was important to research learning platforms because accessibility topics can be complicated, and we wanted to learn what features could be utilized to help our users learn information with ease. We interacted with 13 accessibility websites and learning platforms and compared their features to see what solutions provide value and where there are limitations or room for improvement. The table displayed here is a condensed version that does not show all of the competitors and features we found.
Interviewing our users
We conducted interviews to understand who our potential users are, their goals, and their current knowledge of accessibility. We interviewed 4 users total-- 2 of which were current interaction design students and the other 2 were recent graduates who have worked in the design industry for up to a year. When crafting possible questions to ask during our interviews, we came up with a few categories that ranged from how users learn information, their expectations of informational UIs, and their knowledge of accessibility. We also strived to uncover any pain points that surface when trying to learn or locate accessibility information.
Affinity Mapping
We used a technique called affinity mapping to synthesize our user interview notes. The affinity mapping activity allowed us to find behavior patterns among our interviewees.
We found the common themes in each participants’ answers and grouped them together. These groups determined our behavioral variables. The variables with a common consensus were used to develop our personas, which will be explained in the modeling phase.
Our Key Findings
From our interviews, several key insights emerged:
None of our participants had a solid understanding of accessibility, but acknowledged that it was important and something they wanted to learn more about.
Despite a lack of knowledge on the topic, some participants were familiar with accessibility checkers that assessed contrast ratios and used things like screen readers or alt text.
Almost all of our participants have a hands-on learning style, so they learn best by following something step by step or watching someone else do an activity first, then doing it themselves right after.
As far as learning preferences, they preferred a mix of text, videos, images, and examples.
When researching anything related to design or accessibility, participants tend to open many tabs which can be a lot of info to sift through.
Modeling our users
The modeling phase is meant to reduce the research to something manageable and allow the team to focus on user goals as a way to easily inform stakeholders of whom we are designing for. The goal of this process is to create a persona based on data gathered from our contextual research, user interviews, affinity mapping, and behavioral variable mapping.
Personas are a tool used by designers to streamline the design process when creating for a specific purpose or individuals. Though considered an archetype based on behavior patterns, personas are not stereotypes, as they are derived from observed behavior rather than broad assumptions.
Benefits of a persona:
Avoiding elastic users, self-referential design, and edge cases
To build consensus and commitment on design teams
To aid strong communication between designers and stakeholders
Zara Harper
Zara Harper, our primary persona, is a recent graduate and novice designer at a startup company. While unfamiliar with the laws of accessibility, she is driven to learn. Zara is a hands-on learner with a need for a reliable source of information that caters to her learning style. While she wants to know more about accessibility, she seeks a way to engage with the information she is learning.
Defining our vision
Revisiting our Problem Statement
We revised our problem statement, as we felt we could now articulate our user goals with more formality. In this revalidation, we clarified the purpose for our product and how it will fill a gap in the market.
“The current state of web accessibility resources for novice UX Designers relies heavily on independent research and is poorly structured, making it difficult to digest. Existing resources are made up of complex information and an over saturation of biased articles. What they fail to accomplish is communicating accessibility guidelines that are intuitive and comprehensive. Our product will address this gap by creating a central hub that ensures our accessibility content is engaging and tailored to our users’ learning styles. This will create a desire to learn accessibility so that users can develop designs that are accessible to all.”
Vision Statement
Along with our new problem statement, we developed a vision statement. Whlie a problem statement acts as a “business-first mentality,” a vision statement captures the “user-first mentality.”
“The design for our accessibility resource will help users learn and engage with web accessibility guidelines by allowing them to interact with the content directly through their preferred medium of instruction and learn at their own pace. By creating a tool that intuitively guides designers, allows users to access information from a single source, and provides users with a stress-free environment that allows them to learn at their own pace, our product will dramatically improve the delivery of web accessibility guidelines.”
Defining our users needs
In the requirements phase, we brainstormed, set persona expectations, developed a context scenario, and created requirements for our product.
Tasks completed in requirements phase:
Brainstormed ideas for app design and functionality
Set persona expectations for the product
Developed context scenarios
Constructed a requirements list
Brainstorming gave us the opportunity to air out all of our ideas, regardless of their feasibility.
We divided our persona expectations into data needs and functional needs.
Our context scenario was written as a narrative to detail our personas experience using our website with an emphasis on use motivations, needs, and goals. Using this context scenario, we extracted our requirements for our design.
We categorized our requirements into data, function, context, and others.
Wireframing our scenarios
Once our personas' needs were established with the help of the requirements list, we began the frameworks phase. We created low-fidelity wireframes in Miro.
Key Path & Validation Scenarios
In the frameworks phase, we created our key path and validation scenarios. A key path scenario is the most “well-worn” path a user takes through the site, while the validation scenarios are alternative scenarios with less-used, but still necessary, features. For our key path scenario, we mapped the user’s journey through signing into the site, interacting with a module, and exploring recommended content.
Design Studio: Wireframes
We then conducted two design studios as a method of beginning our wireframe and iterating on possible design ideas.
Design Studios
Two rounds, five minutes each
During the first round, we each spent time designing a screen or feature from our key path scenario.
We then presented our ideas to each other and voted on features we favored.
In round two, we iterated on our designs.
After we had some direction, we began wireframing our interface in Miro.
Low-fidelity Prototype
Moving into Figma, we began our low-fidelity prototype. In this version of our prototype, we prioritized interaction over visual design. We carried over design choices made in our wireframing stage to block out content.
Refining our Design
In our refinements phase, we conducted four usability testing sessions to gain feedback from our users and enhance our design choices in the prototype. We recruited the same participants we originally interviewed. This not only allowed us a quick recruitment for testing, but it also allowed us to use people who were familiar with the context.
Finding our groove
For our first usability testing session, we structured a set of tasks and scenarios for our users to complete. While completing these tasks, our participant utilized the “Think Aloud Protocol” method, in which they voiced their thoughts on the prototype as they traversed through it.
We quickly realized some navigation and design inconsistencies in our low-fidelity prototype that made some of our tasks and scenarios a lot more difficult to navigate.
For the rest of our usability testing sessions, we provided our participants with the link to our prototype and asked them to utilized the think aloud protocol as they moved through it. As opposed to the first session, we simply observed our users, only speaking when they had clarifying questions. We found that this method gave us great insight on the ways our participants navigated Aardvark Accessibility, as well as their raw impressions.
Takeaways
Our takeaways consisted of some “quality of life changes.”
Major Changes:
Make navigation more intuitive.
Renaming navigation options to enhance user comprehension .
Making the home page look more like a home page.
A common note from our participants was a lack of understanding what the actual home page was.
Create a filter option.
Our users appreciated a search bar, but they expressed a need to filter through all of the content.
Minor Changes:
Adding arrow indicators to the horizontal scrolling sections of modules and articles.
Showing the progress of the questionnaire, as well as including an option to skip.
Making highlights to selected options more noticeable.
Making checkboxes visually clearer.
Removing the in-broswer tabs to reduce confusion and clutter.
These were seen as various points of confusion for several users and we made sure to address them for our high fidelity prototype. Overall we gathered a lot of positive and constructive feedback on the prototype, most of our users found that a resource like this would be very helpful.
Final Prototype
At the conclusion of the Goal-Directed Design process, we created a twelve minute audio/visual presentation on the overall design process of our website. We discussed how GDD was applied to each stage of our product, while highlighting the main features Aardvark Accessibility has to offer.
In addition to this link, I will show off specific parts of the prototype below.
Modules
The most important feature of the site is the modules. Here, the user can learn different concepts about accessibility like color contrast and keyboard usage. In the module shown, users can learn about how to use color and give other indications for people with color-blindness. The modules are divided into sections that can be navigated to with the side nav. The page includes a definition for that topic, application of that topic, examples, techniques, and a DIY section for the user to test their knowledge.
Aardvark Accessibility Prototype - Modules
Accessibility Checker
The accessibility checker tool lets users find accessibility errors in sites and recommends related modules to educate the user. In the example, a user searched for errors in the Loreal website and found that the website had scored low overall. After looking into more detail, the user can see that there were many contrast errors and could look at the modules associated with each error. The tool not only lets the user check their sites for errors but also gives them the chance to learn about the errors there.
Aardvark Accessibility Prototype - Accessibility Checker
Accessibility Menu
The accessibility menu lets users change their learning experience depending on their accessibility needs. As we were creating Aardvark Accessibility’s website, we believed that the website needs to be accessible to all users. To help users change the website to their needs, we created a menu that can change things like font size, dark mode, and voice control. Here, we have an example of a user increasing the font size for better readability.
Aardvark Accessibility Prototype - Accessibility Menu
Questionnaire
Though users can customize their viewing experience with the accessibility menu while using the site, they can also do so when signing up. With the questionnaire, the user can select their learning style and interests to immediately cater the modules and other content to what they need. Here, we show a user who is unfamiliar with accessibility signing up to the site.
Aardvark Accessibility Prototype - Sign Up / Questionnaire
Fly Out Menu
Through the fly out menu, the user can access their profile, helpful tips, and much more. The fly out acts as a hub for basic user needs.
While interacting with out participants, we discovered that guiding tooltips would quickly become a nuisance if forced upon the user. Rather, they suggested having the option to access it if in need of help, or rather skip it all together. In order to combat these fears, we designed a “Helpful Tips” section in our fly out menu. This menu allows users to pick a specific feature they need guidance on, while eliminating distracting pop-ups.
Another thing our users expressed concern about was the profile page. When testing our low-fidelity prototype, our participants said the profile page didn’t “feel” like a profile page. In order to aid this concern, we redesigned our profile page, with our users’ needs in mind. In our new profile page, the user can access their settings and their progress.
Aardvark Accessibility Prototype - Fly Out Menu
Design System
Because Aardvark Accessibility consisted of two teams and required many components, it was important for us to organize our content that let us grab the same element easily. To organize our content, we created a design system that included our styles, interactive components, and layouts of cards and other graphic elements. Being able to arrange our styles and components made it easier to keep the website consistent and create complex, nested components. While the website itself is relatively simple, we were able to apply our knowledge of Figma to create a seamless and inviting interface.
Wrapping Up
As this was my second time producing an end-to-end user experience with Goal-Directed Design, I felt that I had more base knowledge and a better understanding of the overall process.
Creating a project based on accessibility in design has greatly influenced my design choices. I now consider accessibility at the forefront of my design process, rather than at the end, or not at all.
My team and I would’ve loved to have more time for this project. With more time, we would refine our design based on feedback from a new user group: educators. We would’ve loved the opportunity to interview educators for our platform, as well as subject matter experts on the topic of accessibility.
I must extend a big thank you to each of my team members. This project could not have been done without their help. Thank you to Amali, Antonella, and Ian!