
Image by eSight
How can we improve the quality of life of people with low-vision?
Client: eSight
My role
Design research lead: asdf
Collaborators: Spencer Dodge (industrial design), Tucker Spofford + Andrea Kang (UX design), Markus Wierzoch (Executive Sponsor), Courtney Rossi (Account)
Opportunity
Improve an award-winning product, including both the physical and digital user experience, to enhance the vision of people living with low vision.
Impact
eSight released a new version of its product based on our research-informed designs in three countries, and it is covered by several insurers. The newly released product is more helpful, accessible, comfortable, and easier to use.
Note: Due to confidentiality agreements, I can only share limited details here. Happy to discuss more on a call or in-person!
Process
Generative research + concept value testing
We planned and conducted in-home or office visits with 10 users of the existing eSight 3 device. Generative interviews narrative walkthroughs. We also generated preliminary design concepts to use as discussion probes. This allowed us to identify pain points with the existing eSight product, as well as opportunities for eSight provide new value in people’s lives.
Synthesis + envisioning
Synthesized findings from qualitative research, established design principles. We then facilitated a series of brainstorming workshops with eSight stakeholders to develop potential hardware and software design directions. We eventually down-selected the directions using the design principles as guidance.
Design delivery
After aligning on the appropriate design directions, the design team designed industrial design and user experience software specifications informed by the research findings.
We synthesized our generative research through three human factors lenses.
Below are some of the example insights and challenges we uncovered through qualitative research. Due to confidentiality agreements, I can’t show many details online.
Physical
"I can never tell if it's on."
Many of the affordances on the previous version of the device, such as controls for Power, adjusting visual focus, and settings were unclear in both the digital interface, as well as physical remote control. Additionally, the input buttons were tiny, making them harder to distinguish and press, especially for seniors with limited manual dexterity.
“If I wear it long it sets heavy on my nose and starts aching."
Wearing the device often caused discomfort over time. We found that the device applied pressure on people’s temples and noses, even causing skin imprints in some instances.
Psychological
“At ten feet away, sometimes I can’t tell if something’s a stop sign or a person.”
Even with the support of eSight, a person’s vision is not perfect. Many people with low-vision lacked confidence in what they were seeing. Additionally, others were uncertain of the control settings.
MAYBE SOMETHING ABOUT THE EXISTING DEVICE BEING HARD TO LEARN
Environmental
“I really like to stay active. eSight has been an impediment.”
We learned that using in eSight in different contexts requires adjustment of visual settings. This often was a time consuming and difficult process. As a result, eSight is primarily used in sedentary contexts, such as when reading or watching television, rather than active ones.
We also found that people often resort to workarounds, such as taking pictures on their phones and magnifying them, or even sitting inches away from a television screen, when eSight could not be used quickly enough.
We established design principles, informed by our research, to guide design exploration and team alignment.
The design principles guided both concept exploration and selection.
Impact
Research translated into clear design direction
Released product that reflects research findings