Alt Context

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A service integrated with Instagram aimed at providing visually impaired users with self-sufficient access to comprehension of the visual context of media in posts.

Alt Context is intended to expand on alt-text and create a community of people providing contextual descriptions of visual media, making social connections between visually impaired and non-visually impaired users, providing the resources for visually impaired users to self-sufficiently understand the context of visual media on Instagram through bottom-up communal means, and significantly improving Instagram’s usability for the visually impaired community.
It is aimed at helping visually impaired people self-sufficiently improve their digital literacy, a set of skills that is in ever-increasing demand for employability, decision making, maintenance of social relationships, and much more in our everyday lives. Despite the characteristic resilience and adaptability that they so often show, visually impaired people face incredible challenges in this area, as a result of the reliance on visual access and comprehension of the context of visual media in digital settings, which has resulted in less engagement, less opportunity and less connection in the visually impaired community compared to those with good vision.

Alt Context is an approach to bridging this gap by crowdsourcing descriptions of the context of individual instances of visual media and providing these descriptions to visually impaired users in a similar manner as alt-text, readable through screen readers. Situated initially on the Instagram platform, it provides visibility for the need for descriptions of visual context to all users through a feature with which visually impaired users can request these descriptions for individual posts, and all other users can see these requests and potentially provide a response.
Users who participate will be rewarded with points and badges that showcase their time spent on this socially good cause and can be shared on Instagram for all other users to see. The accompanying app for this service streamlines the activity of requesting and responding by making the requests and responses organized and searchable and allows for easy access to user profile information for the users participating, in order to establish trusting relationships. It is also possible (and incentivized) to designate users as trusted sources when their responses are found to be very helpful, and even form one-on-one social connections with users on the basis of being a preferred source for Alt Context.

Design Process

This was the outcome of my undergraduate thesis project for OCAD University’s Industrial Design program. The course was an eight month long individual major design project, taught by a pair of professors who specialize in critical and speculative design, as well as the role of design in establishing, influencing and changing power dynamics in society. Their expertise was a positive influence in the direction of the project, and ultimately helped establish the outcome of challenging the status quo of accessible tech development and digital accessibility norms. The course was structured into six major milestones, “Gate1” to “Gate 6”:

Gate 0: Identifying Areas of Interest, Signals & Issues
I first identified five areas of interest and did a preliminary STEEP-V scan for trends, signals (indicators of potential trends that have not yet materialized), and major issues that could reveal design opportunities, within these areas of interest. It was also expected that we relate these areas to one another and find hidden opportunities through these relationships
Defining Design Opportunities & Intention
Focusing on research, I discovered several sources touching on the need for digital literacy, what this term means, its importance for people of differing abilities, and how challenges in this area affect many other crucial aspects of life, including employability, financial independence and socialization. For the visually impaired community, the challenges are most often directly related to differing abilities, so I saw an opportunity to change this cyclical issue.
Designer / Maker / User Framework Analysis
Next phase of research – the key insights here are not only from defining the norms of who is the Designer, Maker and User in my proposal, but what “distance” (differences that cause conflicts/harmful power dynamics) exists between them.
Scenario Development
Our value proposition was then defined by the term “augmented-physical learning”, suggesting the potential value to be gained by designing a system to deliver physical stimuli remotely and virtually. The major gains we identified were the ability to regain muscle memory (supported by our research) and improve recovery time and effectiveness, the immersiveness of the experiences we could create, and help people spend less time with their lives interrupted by injury recovery.
Empathy Mapping
To pitch to Myant, our project proposal focused more explicitly on the users of our proposed product: we built on our persona (based on a real professional race car driver who was injured and went through extensive rehab) and provided a look at an intended user journey that would provide value to someone in similar circumstances. Beyond this, we developed a clear breakdown of costs, competition in the market that we would face, an initiation strategy with specific phases identified, and a systemic view of how the product’s ecosystem would function, with all of the necessary partnerships with other companies and research institutions.
Contextual Speculative Artifact
As part of the course’s speculative design methodology, a contextual speculative artifact is a conceptual product, service or system that exists and takes a form as a result of how the main speculative design concept has changed the world it exists in. For my concept, I imagined and
wireframed a Facebook Group architecture that unites several communities around the creation of computer vision models, educating the relevant audiences on them, promoting the need to contribute, and pinning down some trust dynamics for the community based on how existing groups on social media promote themselves and establish trust in others.
User Journey Mapping
Through fully fleshing out a user journey map and coupling this with further user research, I identified the need among visually impaired users for “context awareness” of visual media; in short, users are unable to understand the full context of images and videos without being able to see them, and this causes behaviours such as aversion of visual-heavy digital platforms, and imitation of others’ behaviours who can see the media, which limits their engagement potential, but is appealing due to the feeling of having participated in social activity.
Defining Design Criteria (Principles, Values & Tensions) & Intended Change
To evaluate and refine our concept, we introduced design criteria in the form of principles (2-3 rules that the project has to follow to achieve its intentions), values (definitions extrapolated from principles, i.e. “Informative” –> “Contextualized”), tensions (opposing qualities that the project could take on, and what level of balance between them would be right for the project to succeed), and intended changes from the project’s impact (”From [x] to [y]”)
Gate 3
Concluded the first semester of the project with refinements to my design intentions & criteria, empathy mapping, user journeys, and scenarios driven by a contextual speculative artifact. I then entered the realm of digital prototyping, focusing on one key aspect related to my criteria for each prototype I created: an “Access” prototypes, a “Trust” prototype, and a “Digital Engagement” prototype.
Behaviour Shifts
Behaviour exists at the intersection between a person’s mind and body, but observable to the outside world. Defining how my envisioned users’ behaviours would shift as a result of the existence of my project was a logical next step in evolving its design intention. I went through
numerous iterations of defining this shift as changes in actions and opinions for my non-visually impaired user, once they become more informed and empathetic towards visually impaired people, and changes in abilities and engagement potential with technologies and people for my visually impaired user.
Shift to Alt Context concept over CV Models
Further prototyping led me to introducing the concept of simply crowdsourcing the CV models’ output in the form of “alt-text” descriptions, as well as trust-driven features such as a “buddy” system for providing this content from one user to another.
Micro User Journey Mapping
I defined and developed personas based on my empathy maps of “User #3” (ill-informed advocate) and “User #4” (social media power user with recent 90% vision loss), in order to clearly visualize who they are and what they need before developing a micro user journey map that
takes them both through a timeline of activities in which they encounter and use my product. It focuses on the “5 E’s” (Entice, Enter, Engage, Exit, Extend), and since their scenarios are intertwined, I decided to map both journeys on the same timeline, just at different points, which
visualizes the minute interactions between them and the product very well.
Gate 4
Refined my behaviour shifts, design criteria and micro user journey. The main focus was developing three prototypes of different levels of fidelity. My hi-fidelity prototype demonstrated the profile creation process for the app concept (balance between too much personal data vs. not enough to foster trust between users), while the medium-fidelity prototype was of my envisioned computer vision model requesting component, which was still a part of the project as a scalable option after using the “Alt Context” features of the product, and finally, the low-fidelity prototype was a run through of using the app to filter for Alt-Context requests and responses, manage them, and to participate in the activity of receiving or producing Alt-Context.
System Mapping
Gate 5 was meant to finalize most of the conceptual elements of the project, its target market, features, interactions, impact, how it functions as a system, and more. I decided to fully de-emphasize the computer vision model platform into a scalable future element that could come
into play once users interacting with the Alt Context features (initially on Instagram, but also scalable to other platforms later) and through this learn about what the outcomes of a computer vision model for digital accessibility for visually impaired people would look like down the road. So, when producing a system map, I only included core Instagram features, core features of my Alt Context app, and overlay features on Instagram powered by the Alt Context app that would reach the largest possible audience.
Business Model & Value Proposition
Instagram stands out as an especially visuals-oriented digital platform, so it was the logical choice to focus on. The value proposition for Instagram is thus tied to attracting and retaining a large segment of the population (visually impaired people) that previously could only make use of the platform in a very limited way, while for the users, the resources for self-sufficient digital literacy and social engagement on Instagram would be highly transformative.
Branding Development
For my brand, I started with the idea of using Braille as a visual element, even though it is meant to be tactile, because its visual form, to people who have vision, clearly indicates “something to do with visually impaired people”, so it helps show who my product is meant to serve. I tried many variations of the words “Alt-Context” represented in Braille and created logos for major features such as requests and responses using simple affordances that indicate their function, such as layering the Braille-t icon over an image icon for responses (which appear as overlays on top of the images).
Gate 5
The final prototypes I delivered for Gate 5 used some of the visual elements of those from Gate 4, but having developed a brand identity for an app, the style changed substantially towards that end. I focused on demonstrating the new features on Instagram, how it connects to the app, why and how the app should be used, and what it looks like from my two users’ perspectives. I also developed a short scenario movie that focused on who the users are, and what impact using the app would have for each of them.
Gate 6
My final deliverables for Gate 6 were all about refining the project as much as possible. Mainly, I updated the branding and how it was being used in the prototypes to conform the look of the project more to Instagram’s visual aesthetic, while still standing out as its own brand. I did this by making the menus and headings, as well as the icons, much less heavy, and much simpler. It was still a challenge to sufficiently minimize the information design of the app screens – this remains a work in progress. Finally, my scenario movie for this final deliverable was updated to better communicate the behaviour shifts more so than only the impact that using the product would have on its users. The audience needed to see some degree of what using Instagram (for visually impaired users) and being unfamiliar with the visually impaired community’s needs (for non-visually impaired users) looked like without Alt Context, as well as how Alt Context could change that.

Results

Alt Context, as a product, service, and system, has tremendous potential scalability and impact on power dynamics that harm the visually impaired community. It could theoretically be used on any digital platform with significant visual content that has a contributing community, leveraging that community to help visually impaired users self-sufficiently comprehend all of its content. Additionally, it upends the power structure of visual content creation from one in which only content creators control the existence and form of accessibility to their work – instead, the interpretations of the masses are accessible and a standard part of the presentation of visual media.
The final project deliverable was extremely successful, both in terms of grade, and in terms of recognition: my project was the runner-up for the Edward David Aziz Award of Innovative Excellence, one of OCAD University’s five major awards for 4th year Industrial Design student accomplishments. Alt Context was also featured in the GradEX 106 digital exhibition, and in the OCAD Industrial Design students’ own exhibition, “First”, under the Data Services category.
Throughout this project, I took full advantage of my most developed skills (research, concept development & evaluation, writing), while significantly improving others, especially my visual design skills. Prior to doing the work, it would have been hard to imagine that I could build a compelling visual brand, but I was able to use precedents to take my skill in this area to a new height.
While I am proud of what I accomplished during this course, I do believe it would benefit from being built into a more complete product prototype and rigorously tested in usability evaluations, similar to many of my past projects. Unfortunately, largely as a result of the COVID-19 pandemic, this evaluative rigour conducted in-person was not feasible. I regard this project as the beginning of something much larger, and it is very possible that the concept behind it plays a prominent role in my graduate research at OCAD starting in Fall 2021, in the Inclusive Design MDes program.
  • OCAD University Industrial Desgin Undergraduate Thesis
  • September 2020-May 2021
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