AeroAccess
Company Boeing
Timeline 6 months (Jan 2025 - Jun 2025)
Role UX Design Intern
Introduction
AeroAccess began with a single word from Boeing: accessibility. There were no defined users, no scoped problem, just a mandate to explore. Through discovery research, our team identified visually impaired travelers as an underserved group whose airport experience is often shaped by inaccessible wayfinding and communication systems.
The Challenge
Our Boeing-sponsored project tasked us with "improving accessibility in aviation," meaning no defined users, no scoped problem, just a mandate to explore. It was one of our first experiences designing into real ambiguity: our first task wasn't finding a solution, but identifying a specific, impactful problem worth solving.
Through secondary research, we identified our target audience: visually impaired travelers, an underserved group facing consistent barriers throughout their travel experience.
My Role
As one of four UX designers, I conducted interviews with 5 visually impaired travelers to understand their pain points when navigating airports and flights independently. I helped synthesize our findings into key insights that shaped the team's design direction and helped design the full experience across all 15 screens. With my specific focus on the in-flight entertainment system's audio description feature, I ensured visually impaired passengers could access the same movie and show content as sighted passengers.
The AeroAccess team presenting at the UW HCDE Showcase.
Our Problem Statement
How might we enhance accessibility to ensure visually impaired passengers have a safe, informed, and independent in-flight experience?
The Process
With no predefined problem or users, our process had to start broad before narrowing. We began by empathizing directly with visually impaired travelers, then used those insights to guide ideation before committing to a direction in Figma.
Research Findings
The Solution
01
Research
Five 40 min interviews with visually impaired travelers.
Synthesized interview notes through affinity mapping to find common themes.
02
Ideation
Multiple rounds of team brainstorming and SWOT analysis, refined through weekly check-ins with Boeing stakeholders that helped narrow our focus before moving into prototyping.
03
Prototype
Two rounds of Figma wireframes: low-fidelity concepts reviewed by Boeing, then refined into a high-fidelity prototype.
We recruited participants by partnering with the UW Disability Resource Center and compensating travelers for their time, then expanded our pool through snowball sampling as interviewees referred other visually impaired travelers. Through five semi-structured interviews with visually impaired travelers, several key challenges emerged that shaped our design direction:
Flying independently is a significant source of stress and anxiety
Flight communications — like seatbelt status, pilot announcements, and updates — are easy to miss
In-flight navigation, including finding a seat and locating the restroom, is consistently difficult
Entertainment systems are largely inaccessible, leaving a gap in the in-flight experience
These findings shaped three core experiences within our final prototype: Boarding Pass, In-Flight, and Entertainment.