An Accessible Research Tool Designed for the Non-Tech Native
Quick Glance
Prototype Outcomes
Measured in usability testing on the prototype โ not live business metrics.

The Goal
Adults aged 18 to 70 โ retirees, gig workers, ESL learners, and career-changers โ are trying to teach themselves practical, self-directed subjects: GED prep, digital literacy, ESL, basic math and reading refreshers, and job-skill tutorials pulled from open online resources.
The problem is not motivation. It is that the tools built to help them assume a level of tech fluency they do not have. Users abandon multi-step flows before finishing a single lesson. The digital divide here is not about hardware access โ it is about software complexity.
This was academic research: NaviLearn began as a self-directed capstone project, so the study was run for learning rather than for a client or a product roadmap. Participants were recruited from my own community โ adult learners, retirees, and gig workers โ rather than from a company's user panel, and the findings were used to prove out an accessibility-first design approach instead of validating a commercial release.

Research
Four tangible barriers emerged from research โ not a lack of intelligence, but real friction users encounter every day:
Why a Mobile App, Not a Website
Research surfaced that the target users โ gig workers, retirees, ESL learners โ primarily access the internet through phones, often without reliable Wi-Fi. A native app made offline downloads, voice input, and one-tap accessibility tools possible in ways a responsive website could not reliably deliver. Mobile-first was not aesthetic โ it matched how this audience actually lives online.

Process
Iterating through two different starter frames to determine the most intuitive layout. Focus was on clear entry points โ a welcoming onboarding flow with goal-setting and AI suggestions, followed by a curated feed of saved and tailored resources.
Frame A

Frame B

Iteration
Consolidated menu reduced from 4 icons to 3. Merged Saved Items and Processing to eliminate clutter. Added Free Related Lessons prompts to address the pain point of costly educational plans.

Testing
Round 1
Users needed voice feedback for actions. Visual focus points were too weak for eye impairments and needed thicker lines.
Round 2
Buttons were too small causing accidental clicks. Users explicitly requested a language option in settings.
Usability testing revealed that busy backgrounds were creating eye strain. One accessibility-driven decision changed everything.

Pivot: I removed the background colors for accessibility reasons, leaving a clear white background. It creates less strain on the eyes.
High Fidelity ยท Journey ยท Inclusive Design
A seamless flow that prioritizes intuitive navigation and clear presentation of critical information.

Featured Onboarding Screen




Accessibility built into the header โ not bolted on as a settings toggle.

Integrated directly into the header for non-native speakers.
For reading efficiency and users with visual impairments.
Enabling users to take notes and find materials without typing.
Why Accessibility Lives in the Header โ Not a Settings Menu
Research showed that users with low tech fluency rarely dig into settings menus. If accessibility tools were hidden behind a toggle, the people who needed them most would never find them. Putting language, magnifier, and voice input one tap away in the header made inclusion the default โ not a feature users had to discover.
Outcome
Impact
Users reported increased ease in studying and note-taking. Accessibility features notably improved the study experience. Validated the mobile-first approach as many users rely exclusively on phones.
What I Learned
Users face prevalent difficulty accessing efficient study materials. Prioritizing user insights over assumptions was crucial to solving the digital divide.
Roadmap
This is a UX concept project. The following represent design thinking about how this product could evolve if built.
A real-world beta with 50 users would validate engagement patterns discovered in usability testing and surface edge cases not captured in prototype testing.
Personalized learning resource suggestions and curated paths based on user behavior would directly address the time constraint barrier identified in research.
Study timers and mental break prompts would support the burnout prevention needs raised by participants in Round 2 testing.
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