Inclusion and Accessibility

The third step in analising my project’s users was inclusion and accessibility. This happened in two phases, where I asked myself some questions.

For whom is the experience accessible? What is needed for the full experience?

  • A mobile phone with GPS
  • An Internet connection
  • Vision, actually also a good eyesight
  • Basic knowledge about light pollution

What are the barriers? How do we make the product accessible?

  • Vision: for blind people, there could be an audio guide working with GPS that describes what is visible in the sky; the phone camera pointed at the sky could help reporting data about light pollution;
  • Myopia: the experience should be AR, so if someone does not see well from afar, they can still see the stars on their phone thanks to the camera; the phone camera could help reporting data about light pollution;
  • Hyperopia: When using AR and reading words on the screen, there should be an option to zoom in; text size changes and speech-to-text features should be supported;
  • Internet connection: there should be an option to save a report even when you are offline, then the data is sent as soon as Internet connection is reestablished; written feedback and progress about this should be shown;
  • Basic knowledge about light pollution: the app could have brief explanations or information buttons beside some sections, as well as explanations about the issue and its importance in general;

Discovering influence and impact

The second step to visualise who is involved in my project was to create various “before” and “after” scenarios, which I summarise below.

Before

  1. Scientists wonder about light pollution in a certain area
  2. Sleep experts wonder if there is a correlation between some sleep patterns and the light pollution of a certain area
  3. The government or the European Union do not direct their funds towards this problem due to lack of awareness
  4. Citizens feel helpless in front of environmental issues

After

  1. Nature lovers submit data about the night sky during their outdoor adventures
  2. Thanks to data collected by the Globe at Night Project, universities can research correlation between some sleep patterns and the light pollution of a certain area
  3. Thanks to collected data and awareness, young people concerned about the environment raise their voice and draw the institutions’ attention
  4. Thanks to a easy reporting feature, citizens can help scientists with small actions

System map

For my idea of a system to report light pollution and learn about the night sky I created a system map. It is used to visalise direct users, indirect users and influencers of the project. After filling out the map, I drew connections between the people and institutions involved.

★2 Design Research – From Project to Product

Discovered Change and Impact

Next, I started thinking about what my method or tool would actually improve. I believe that many family members get frustrated because they are always the first point of support when it comes to technology, constantly having to explain or fix things for older relatives.

With my method or tool, elderly users would be encouraged to first try and find a solution on their own instead of immediately relying on someone else. This could really improve family dynamics, as it allows people to spend more quality time together instead of using that time to troubleshoot devices.

I also thought about how many older adults lack the means to independently access and explore information. This can lead to an incomplete or sometimes biased understanding of current events.

With my tool or method, elderly users would be able to access information more confidently and see a bigger picture, helping them form their own opinions and make more informed decisions about current topics.

Another point is that many older adults have limited ways to stay connected with family or peers beyond phone calls. They often struggle to access or use tools like group chats, which makes it harder to stay involved in everyday communication.

With my tool or method, older adults would be able to understand and use digital tools more easily, allowing them to stay connected, take part in conversations and feel more included in their social circles.

★1 Design Research – From Project to Product

Today we had an intro to Project to Product and really started digging into the background and key info for our Master’s projects. First, we put together a system map that looked at our ideas, direct and indirect customers and the environment. We also thought about who might influence our product, tool or method.

For the system map, my product idea is a tool or method to teach elderly people how to use technology. I see this as particularly important because many older adults today are unable to fully take part in online life, which can lead to social isolation and limit their access to family and friends. Beyond that, many struggle to find the information they need or fall victim to online scams.

Direct customers (Primary Users) are elderly or older adults who are not digital natives and need guidance to understand and use technology. Secondary users are their families, since many younger family members often end up constantly helping their elders with tech. This can be exhausting and frustrating, as visits become focused on troubleshooting devices instead of enjoying quality time together.

Indirect customers could include retirement homes, healthcare providers, senior associations or community groups and even tech companies. These groups might support, implement, or benefit from the tool by helping elderly users engage with technology more safely and confidently.

The environment includes devices, apps and platforms that older adults interact with, as well as the social and cultural side, like how people think about aging, technology and communication between generations. Rules and safety issues, such as accessibility laws, data privacy and online security.