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Stealth startup · Client work · Mobile app

Helping people remember accessibility rules after a one-day seminar

Accessibility 101: a mobile companion that keeps a one-day accessibility seminar going, one question at a time.

Role
Product designer, design pod
Timeline
3 months
Tools
Photoshop, PowerPoint
Client
Accessibility-training startup, in stealth

8 min read

Three Accessibility 101 screens: a question asking when flashing content is acceptable, the home screen with the question of the day and a team leaderboard, and a Correct screen quoting WCAG 2.3.1
Accessibility 101: answer, home and result screens.

The 30-second version

One question a day, so the seminar sticks

Problem

The client taught accessibility in one-day seminars, and most of it was forgotten soon after, with nothing to bring people back.

My role

Product designer in a small design pod: interviews, synthesis, competitive review, information architecture, flows and the prototype.

The solution

A mobile companion with one bite-sized WCAG question a day, a reason step that teaches the rule, gentle reminders and a team leaderboard.

Outcome

A clickable prototype and a site map, flow and screen set the client could take into the next round of design and testing.

Before · the seminar alone

  1. One full day of guidelines
  2. Too much to hold at once
  3. Nothing afterwards
  4. Mostly forgotten

After · with the app

  1. The same seminar
  2. One question a day
  3. The rule behind the answer
  4. A team leaderboard
SketchThe two paths, as interviewees described them.

Context

A great day of training, then nothing

The client was an early-stage company teaching digital accessibility to designers, developers and content teams. It is still in stealth, so I don't name it here.

Its core product was a one-day seminar. People left inspired and full of new rules, then went back to deadlines. Weeks later, most of what they had learned was gone, and the company had no way to stay in touch between sessions.

The brief: design something that keeps the learning going after the seminar ends, and gives people a reason to come back to it.

Client
Accessibility-training startup, in stealth
Brief
Reinforce seminar learning and keep people engaged afterwards
Platform
iOS app (prototype)
Timeline
3 months

The challenge

Three things worked against remembering

  • Too much in one dayA full day of guidelines is more than anyone can hold at once.
  • Nothing afterwardsNo practice or follow-up once the seminar ended.
  • No reason to returnNothing tied people to the company, or to each other, between sessions.

Who it is for

Busy people who already know why accessibility matters

Profiles built from the interview themes.

The web designer

Back from a seminar, straight into deadlines

Needs
Quick reminders of the rules she uses most.
Before
Searches the guidelines when a review flags a problem.

The developer

Wants the answer, not a lecture

Needs
Short, practical examples in code.
Before
Skips long reading and video formats.

The student

Learning to build for the web

Needs
Regular practice, with feedback.
Before
Studies in bursts before a deadline.

My role and process

Three months, from interviews to a prototype

My role: product designer.

  1. Interviews

    4 questions

    Educators, students and tech professionals

  2. Synthesis

    Friction, drivers, personas

    What gets in the way, what keeps people going, and who

  3. Market

    4 providers

    What existing training offers, and what it doesn't

  4. Structure

    Site map and flow

    One daily loop at the center

  5. Design

    Wireframes and prototype

    Onboarding, quizzes, leaderboard, learn

  6. Reflect

    Validate first

    What I'd change next time

Worked with
A small design pod, and the client's founders for feedback
Tools
Photoshop, PowerPoint

Research

Four questions guided the interviews

I spoke with educators, students and tech professionals about how they learn, and how they react when something asks for their attention.

  1. Engagement

    How does the client keep people engaged during and after a seminar today?

  2. Study habits

    What study methods do students actually use?

  3. Notifications

    How do people respond to notifications after an event?

  4. Channel

    How do they feel about learning through an app, a website or email?

User insights

People wanted to keep learning, but only in small pieces that fit around work. Feedback and a little friendly competition kept them going; long lectures and reading did not.

What we heard

Short, social and on their own terms

Three bar charts. Email habits: 43% check at least twice a day, 37% the moment it arrives, 14% not every day, 6% at the end of the day. Have taken an online class: 55% yes, 45% no. What kept them engaged in class: group work 55%, Q&A 45%, long lectures 0%
Fig. 1Interview answers, as a share of interviewees.
  • Friction · timeTraining competes with deadlines, so it has to take minutes, not hours.
  • Friction · alert fatigueToo many pings and people switch them all off.
  • Driver · feedbackUpskilling, quick feedback and a little competition with their team.

Design principles

Five principles from the research

  1. Size

    A minute a day

    One question at a time, never a module.

  2. Relevance

    Fit the job

    Questions match the person's role, from design to QA.

  3. Feedback

    Teach the why, instantly

    Every answer ends with the guideline behind it.

  4. Social

    Learn with your team

    A friendly leaderboard, never a public ranking of strangers.

  5. Nudges

    Respect attention

    One reminder a day, at a time the person sets.

Competitive analysis

Plenty to read and watch, almost nothing to practice

Four accessibility-training providers, compared on the same four questions, as reviewed at the time.

Reviewed · 4 providers

How four accessibility-training providers delivered learning, as reviewed at the time
ProviderIn-person classOnline videosOnline readingGames or interactivity
DequeAccessibility specialistsYesYesYesNo
Lynda.com (now LinkedIn Learning)General online coursesNoYesNoNo
W3CThe standards bodyNoPartlyMainly promotionalYesNo
WebAIMAccessibility non-profitPartlyIn Utah onlyYesYesYes
The gap

In my review, none offered short daily practice.

Most of the material was long reading or video, and only WebAIM had anything interactive. Our answer: keep the seminar, and add a minute of interactive practice every day, with a team to do it with.

The key decision

How should follow-up learning reach people?

Three formats, judged against the five principles.

Email

An email series

A weekly email recapping one topic from the seminar.

Sketch: an inbox with a column of similar emails, one marked week 1
Pros
Cheap to run. Most people check email at least twice a day.
Cons
One more email among many, with no practice and no feedback.
Web

An online course

Video modules and reading on the client's website.

Sketch: a web page with a video player and text, labeled module 1 of 12
Pros
Room for depth, and easy to update.
Cons
Long sessions people said they skip, and nothing that brings them back.
AppChosen

A mobile companion

One question a day, a reminder, and a team leaderboard.

Sketch: a phone with a question of the day card and a leaderboard
Pros
Fits a minute a day. The only format that can nudge, quiz and rank in one place.
Cons
Costs more to build, and people have to install it.

The decision

Interactive quizzes, in a mobile companion

Why

Only an app could deliver a minute of practice where people already are, with instant feedback and a team to compare with. That covers four of the five principles by design.

What I gave up

The reach of email and the depth of a full course. Deeper reading stays one tap away, in Learn.

My hypothesis: a gamified daily companion would keep people practicing long after the seminar.

Wireframe to app

Same parts, clearer hierarchy

Wireframe
Wireframe of the home screen: a blue Accessibility 101 header, Questions of The Day, an Answer button and a five-row leaderboard
Fig. 2My wireframe.
Final
Home screen: greeting, a 6-day streak, the question of the day about flashing content, an Answer button and the team leaderboard
Fig. 3The home screen.

The solution

One small loop, every day

A nudge, a question, the reason, the rule, and the leaderboard. The app does the scheduling; the person only spends a minute.

  1. App

    Sends one reminder

    At the time the person chose

  2. Person

    Answers the question

    Yes, no or sometimes

  3. Person

    Says why

    Picks the reason behind the answer

  4. App

    Shows the rule

    The guideline and why it matters

  5. App

    Updates the leaderboard

    Points and streak, within the team

  6. Person

    Reads more, if they want

    Learn and Search, any time

User flow: onboarding once, then home every day, answer then say why, then either correct plus the rule or the right answer plus the rule, then back home. On the side: Learn and Search any time, and one daily guideline notification
Fig. 4The main user flow.

The home screen

Everything for today, on one screen

Accessibility 101 home screen: Hi Alex, a 6-day streak, the question of the day, an Answer button and the team leaderboardAccessibility 101 home screen: streak, question of the day, Answer button, team leaderboard and tab bar
Fig. 5The home screen.
  1. A streak, not a score

    Days in a row matter more than points. Missing one day costs nothing but the streak.

  2. The guideline, up front

    Every question names the WCAG rule it teaches.

  3. One clear action

    One question, one button, about a minute.

  4. You, among your team

    The leaderboard shows your own team, so the competition stays friendly.

  5. Labeled tabs

    Every tab has a text label, not just an icon.

Interactive quizzes

Answer, then say why

A right answer can be a guess. Asking for the reason turns it into understanding, and the result screen always quotes the guideline.

Three steps: pick an answer (Sometimes), say why (when it flashes no more than 3 times in any one second), learn the rule (Correct, with the WCAG 2.3.1 text and why it matters)
Fig. 6The two-step question and its result. Wrong answers get the same explanation, without losing points.

Outcome

A prototype the client could build on

Delivered

Research findings, personas, a competitive review, the site map and user flow, and a clickable prototype of the core screens.

Direction

A clear product idea, interactive quizzes in a daily companion, with the reasoning behind it from the interviews.

Next round would test

How many people keep a weekly streak after a seminar, and how many turn reminders off.

Reflection

What I took from it

  1. Validate the structure first

    Next time I'd test the MVP's structure, the daily loop and the site map, before spending time on screens.

  2. Interviews are a design problem too

    Better-framed questions would have given us sharper answers about habits, not just opinions.

  3. Practice what it preaches

    My first wireframes used light-blue headings on white and tiny tab labels. An accessibility app has to pass its own test, so the final design fixes both, and I'd test with screen-reader users next.

Appendix

Additional material

More screens and artifacts from the project.

A1Site map and user flow
Site map: Home leads to Question, with answer choices and explanation, and to Account, with edit profile and notification settings
Fig. A1aThe site map.
User flow diagram from opening the app through answering and the leaderboard
Fig. A1bThe user flow.
A2The wireframes
Six onboarding wireframes
Fig. A2aOnboarding.
Four wireframes of the main screens: home, question, answer and leaderboard
Fig. A2bMain screens.
Wireframes of account, awards, learn and search
Fig. A2cAccount, awards, learn and search.
A3Interview charts
Statistics from interviews about email habits, online classes and engagement
Fig. A3The interview charts.
A4Competitive analysis slides
Competitive analysis of the four providers
Fig. A4aThe providers reviewed.
Feature table comparing in-person classes, online videos, online reading and games across the four providers
Fig. A4bThe feature table.
Contents
  1. 01Summary
  2. 02Context
  3. 03Role and process
  4. 04Research
  5. 05Decision
  6. 06Solution
  7. 07Outcome
  8. 08Reflection
  9. 09Additional material
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