Assistive Technology: Mobility Walker (Carex Step ‘n Rest® Rolling Walker)

Introduction The assistive technology (AT) in the featured image is a mobility walker, specifically the Carex Step ‘n Rest® Rolling Walker. A mobility walker is a functional aid used to increase stability, improve balance, and reduce pressure on the legs, allowing individuals with both temporary and permanent conditions to walk safely and independently. Overview Mobility […]

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Design Critique: OpenTable – Diner’s End

OpenTable is a dining reservation app that allows users to explore local restaurants and make reservations with ease and better communication. It provides both diners and restaurants with an open communication platform that replaces the traditional, messy reservation process with a streamlined, informative network. Signing-in: Onboarding The sign-in pages (figure 1-3) utilized the classic phone

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Assistive Technology: EmbracePlus (Empatica)

The EmbracePlus wristband by Empatica is a wearable device that helps people with epilepsy monitor physiological signals to detect potential seizures. It sends real-time alerts to the wearer and caregivers, tracks vital data for insight into triggers, and provides discreet, wearable support, empowering users to live more independently and confidently. The EmbracePlus wristband is a small, wearable device designed

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Assistive Technology: Xbox Adaptive Controller

The Xbox Adaptive Controller is a customizable gaming controller designed to make video games more accessible to players with disabilities. It functions as a central hub that connects to external buttons, switches, and joysticks, allowing players to create control setups that align with their physical abilities, preferences, and ways of interacting with games.

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Design Critique: Pikmin Bloom (iPhone App) - Cover Image

Design Critique: Pikmin Bloom (iPhone App)

Pikmin Bloom is a free augmented reality (AR) mobile app developed by Niantic and Nintendo. By implementing gamification strategies, it encourages players to walk more, explore their surroundings, and foster healthy habits. Although Pikmin Bloom demonstrates the power of gamification, it still suffers from several usability friction points that disrupt the Seven Stages of Action.

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