AR-Navigation
An AR navigation system for cognitive accessibility in libraries
Role
UX / Interaction Design
Year
2024
Tools
Figma, Blender, Bezi
Type
Academic Project
AR-Navigation hero

Large spaces shouldn't require a map

Navigating large public spaces like libraries is challenging for people with cognitive disabilities. This project explored how AR guidance - delivered through a user's smartphone camera - could make independent navigation feel calm and achievable, without relying on static signage or asking for help.

AR Cognitive Accessibility Wayfinding User Research

When the environment itself creates friction

Standard library navigation assumes a baseline of spatial literacy - reading floor plans, interpreting signage, remembering routes. For users with ADHD, autism, or other cognitive differences, those assumptions break down quickly.

Built-in signage was rarely consistent across sections. Text-heavy information systems added cognitive overhead rather than reducing it. And needing to ask staff for help introduced a social barrier that many users actively avoided - leaving them stranded.

A map of the problem, not a feed of assumptions

I conducted two semi-structured user interviews — one with a person with ADHD, focused specifically on navigating libraries, and one with a person with dyslexia, covering public spaces more broadly. These ran alongside a literature review grounding the project in existing research on wayfinding, AR, and cognitive accessibility.

Calm, directional cues cut through anxiety far better than multi-step instructions or floor maps.
Users strongly preferred independent solutions - asking staff felt like failure, not assistance.
Familiar spatial metaphors like Google Maps gave users an immediate sense of control.
Visual cues were processed significantly faster than text at decision points.

From insight to concept

I followed a User-Centred Design approach - moving from research through ideation, prototyping, and testing with real users. Each phase fed directly into the next, keeping the design grounded in what users actually needed rather than what seemed technically interesting.

Early sketches exploring navigation UI concepts

Constraints that kept the design honest

Based on my research, I defined a focused set of requirements aimed at minimising cognitive load, maximising visual clarity, and reducing interaction demand to the absolute minimum.

Category
Requirement
Core Navigation
AR arrows or symbols overlaid through the camera view, guiding the user to the selected destination.
User Interaction
Simple start screen offering "Select destination" or "Scan QR code".
Feedback & Completion
Clear arrival message when the user reaches their goal.
Accessibility & Clarity
Minimal text, high-contrast visuals, short instructions like "Follow the arrow".

From sketch to screen

The design moved from rough sketches through low-fidelity wireframes to a functional interactive prototype. Each step narrowed the decisions - how much UI to show in AR view, where to place the cancel button, what "arrival" should feel like.

Low-fidelity wireframes of the three core app states

Built in Figma and Bezi, tested in a real library

The prototype was built in Figma for the UI and Bezi - a browser-based 3D tool - for the AR layer. Because Bezi can't be embedded directly in Figma, the navigation flow leads the user out to a browser where Bezi opens through the phone's camera. It was tested at Stadsbiblioteket i Göteborg, navigating to the Musikböcker och filmer section.

AR prototype running in the library - destination list, navigation arrow, and arrival state

Seeing it in space

The video below shows the prototype in use - the teal arrow anchored to the library floor, and the "FRAMME" arrival state triggering when the user reaches their destination.

What the prototype confirmed

The test was conducted with one participant — the same person with ADHD who took part in the research interview. The task was simple: navigate from a fixed starting point to the Musikböcker och filmer section using only the AR guidance.

The participant successfully reached the destination without assistance.
The visual arrow was experienced as intuitive — removing the need to interpret signs or maps reduced cognitive load noticeably.
The participant noted the scenario was straightforward, and that the concept would be most valuable in more complex or unfamiliar environments.
The test functioned as a proof of concept — a first step rather than a final verdict.

Designed to reduce friction, not add novelty

AR technology has significant potential to improve cognitive accessibility in public spaces - but only when the design resists the temptation to show off what the technology can do. This project was a study in restraint: one arrow, one instruction, one clear destination.

Future directions would explore multi-floor navigation, personalised destination memory, and accessibility features for users with visual impairments as a natural extension of the same system.

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