Accessible design

ElderMotion

Designing an accessibility-first fitness companion for older adults.

Accessible from the first sketch, not the last settings menu. Built for Elias: 85, low vision, a tremor, and no patience for apps that don't remember him.

▶ View the working Figma prototype
ElderMotion Community and Activity Overview screens
Role
Research lead · IA · Community flow
Team
Karan Kumar + 3 designers
Timeline
3 weeks
Tools
Figma · FigJam · Figma Make · Google Scholar
01 Overview

Built for people who don't call themselves athletes

Most fitness apps are built for people who already think of themselves as athletes. ElderMotion is built for people who don't. Specifically, it's for older adults navigating vision loss, hand tremors, and unfamiliar interfaces who still want to garden, walk to the market, and see their neighbors.

We grounded the whole project in a real W3C accessibility persona instead of inventing one, and we built every interface decision off findings from HCI and DIX literature: touch target size, navigation pattern, language, and notification tone.

My contribution

I led the literature review, which included a critical read of where the source studies' own evidence had limits. I owned the app's full information architecture, and I designed the Community flow end to end.

  • Grounded in the W3C persona “Elias,” not an invented user
  • 5 papers reviewed across HCI, UX, and DIX, each read critically for its own limitations
  • High-fidelity prototype with a working Figma click-through, including a dedicated high-contrast / dark mode
02 Problem & context

Two barriers, stacked on top of each other

Older adults adopting mobile health technology face two barriers stacked on top of each other: age-related physical impairment (vision loss, tremors) and low digital literacy. Most fitness apps address neither. They're built around complex data visualization and a fitness-culture aesthetic that assumes the user already sees themselves as athletic.

We grounded this in Elias, the W3C's own standardized accessibility persona. He's an 85-year-old retired architect with low vision and a hand tremor, someone who uses technology often but gets stopped cold by apps that won't let him increase text size, or that make him re-enter information every time because nothing is remembered.

The tech doesn't fail because older adults can't use it. It fails because it doesn't speak their language.

How might we

…help someone like Elias build physical activity into daily life, not as a workout but as an extension of things he already does, without ever asking him to fight the interface to get there?

A note on framing: the “double burden” above is a synthesis I pulled together while leading the literature review. It isn't a direct quote from any one paper, but the pattern that showed up once I'd read all five side by side.

03 Research & insights

Five papers, read for their limits

We reviewed five papers spanning HCI, UX, and DIX research on older adults and mobile health technology, and grounded every finding against Elias rather than a persona we invented ourselves.

On scope, stated plainly

This was secondary research, a literature review rather than primary user testing. We didn't talk to older adults directly for this project. Every design decision below is a strong, evidence-backed hypothesis rather than a validated one; the Validation section covers what that means going forward.

The key insight: every paper pointed at the same root cause from a different angle. The barrier isn't capability, it's design that assumes the wrong user. Small buttons assume steady hands. Swipe gestures assume fine motor control. “Cardio session” assumes someone who already calls themselves active. Fix the assumption, and a lot of the “accessibility problem” disappears.

What makes the differentiator real: I didn't just extract findings. I read each study for where its own evidence had limits, and let that shape how much weight each finding actually deserved. That critical read is the traceability chart below.

Figure · Research-traceability chartclick Source, Finding, Caveat, or Decision to expand all four papers
Bailey et al.
2025 · 56-study review
Daniels et al.
2023 · design-thinking study
McCaskey et al.
2018 · geriatric ICT review
Hong et al.
2014 · iCanFit usability test
Bailey et al. · 2025Designers scale fonts but ignore motor control; swipe and pinch fail aging hands.
Daniels et al. · 2023Seniors define activity as purposeful living, things like gardening and cleaning, and reject pushy prompts.
McCaskey et al. · 2018Social exergames improve motivation and adherence; isolation and stigma keep older adults from moving.
Hong et al. · 2014Users stalled at account creation and asked for clearer icons and larger fonts.
Bailey et al. · 2025Reporting bias: only 38% of reviewed papers followed WCAG, so the evidence base is shakier than it looks.
Daniels et al. · 2023Selection bias: 91% were already motivated enough to join a health workshop, so it may not hold for a sedentary user like Elias.
McCaskey et al. · 2018Thin evidence: few interventions are built for this demographic, and efficacy isn't well validated yet.
Hong et al. · 2014Small sample of mostly computer-literate seniors, likely understates barriers for less-experienced users.
Bailey et al. · 2025Two-finger-width touch targets, generous padding, single-tap navigation, no swipe or pinch.
Daniels et al. · 2023Reframe tracking as “garden time” and “market walks”; supportive, non-punitive notifications.
McCaskey et al. · 2018A Community tab to join and host local outings; social pull as the motivator, not streak guilt.
Hong et al. · 2014Text labels on every icon, high contrast, and a stay-signed-in model that skips repeat logins.

What we built off it: two-finger-width tap targets with dead space around every button, single-tap-only navigation, activity language reframed around daily life (“garden time,” not “cardio”), and supportive rather than demanding notification copy.

04 Definition & IA

From findings to requirements

We translated every research finding into a concrete functional requirement, organized into four categories.

Interface & interaction
  • Two-finger-width targets
  • Gesture-free single-tap navigation
  • A 3-option ceiling per screen
  • Text labels on every icon
Content & motivation
  • Everyday-life activity language
  • Supportive, not urgent, notifications
  • Milestone tracking over data charts
Accessibility & customization
  • High-contrast mode & adjustable fonts that don't break layout
  • Text-to-speech
  • Large undo / confirm states
Social & community
  • Local activity discovery
  • Scheduling walks & outings with neighbors
Figure · Persona: Elias (W3C standardized accessibility persona)
Persona: Elias, 85, retired architect, constraints and goals

Information architecture, my ownership

I designed the app's full IA. Three decisions mattered most, all built over a card-based home hub with four primary branches, laid out here as a vertical indented tree.

Homecard-based hub
Activity Log
Activity Overview
Log an activity · type, length
Exercise guides
Community
Happening now · join a friend
Host an outing · date, time, place
Discover events
Accessibility
VoiceOver, narrator
Display, text size
Motion, head track
Settings
Daily goal
Contrast mode
Notifications
1
Cards, not a nav bar

Primary actions live as home-screen cards ordered by frequency of use, rather than a bottom nav or sidebar. Fewer things to scan, larger tap targets.

2
No logout

Users stay signed in by default. One less place a low-vision user can get stuck or locked out.

3
A hard 3-option ceiling

Every screen caps its choices, to keep cognitive load down for a user managing mild memory lapses.

05 Design & key decisions

Where the research becomes visible

Every major UI choice on the screens below traces back to a specific finding rather than a style preference. My flow: Community. It's the app's answer to isolation: instead of tracking numbers, it surfaces a real person doing something nearby right now, and makes joining a single tap.

Low-fidelity Community wireframe
Where it started

Community began as a grayscale wireframe: structure and hierarchy first, before any color or type. Locking the layout at low fidelity kept the two-choice actions, plain-language cards, and single-tap targets from getting lost once the visual layer went on.

ElderMotion Community screen
1
2
3
4
5
1
Live “happening now” pull

Social presence at the top; a real person is out now. Motivation via community, not streak guilt.

McCaskey et al.: isolation and adherence

2
Two-choice actions only

Join or Not now, no third path to weigh. Both large, single-tap, two-finger-width tall.

Bailey et al.: motor tolerance, 3-option ceiling

3
Host, not just attend

Users create outings, not only join them; agency over passive consumption fights self-isolation.

Napetschnig: group activity, social connectivity

4
Plain-language event cards

“Park Walk,” “Gardening,” everyday terms, not “cardio session.” Icon plus text label on every card.

Daniels et al.: purposeful-living reframing

5
Spots-left, no pressure

“3 spots left” invites without nagging; informational, never a countdown to guilt.

Daniels et al.: non-punitive prompts

Numbered pins mark the five decisions I owned as Community flow lead.

Figure · Confirm-button contrast: the version I shipped, and the one I rejected
Button comparison: low-contrast outline (rejected) vs solid high-contrast fill (shipped)

The primary action gets a solid, high-contrast fill; the secondary stays a quiet outline. For a low-vision user, an ambiguous pair of equally-weighted buttons is a failure state. The shipped version makes “I'll join” unmistakable at a glance.

06 Validation

What we didn't test, and why that matters

We didn't run a formal usability study on this project. The honest limitation is that our research population itself skewed toward sedentary, higher-need seniors.

Named plainly

Most of the source literature centered on older adults who were already inactive or had pronounced special needs. ElderMotion is well-tuned for someone like Elias, but may under-serve a more active older adult who'd want a bigger challenge than “garden time.” That's a real gap, not a footnote. Noticing this was part of the same critical read I did on the source studies; the sample-bias question doesn't stop at the literature, it carries into what we built from it.

What that means going forward: usability testing with actual older adults is the explicit next step, not a someday-maybe. Everything here is a strong first hypothesis, not a validated one.

07 Outcome & reflection

A prototype grounded in evidence

A high-fidelity, working prototype grounded in real accessibility research rather than assumption. It covers a home dashboard, activity tracking, community discovery, and a full high-contrast / dark mode, all traceable back to a specific finding in the literature.

The lesson I'd flag first: each of the four of us owned a separate flow and built somewhat in parallel, which meant visual style drifted. Corner radii, contrast levels, and button shapes diverged. I put together a lightweight shared component set to pull it back together, and it helped, but only partially, because it arrived after the drift had already happened rather than before it.

Figure · Design-system evolution: parallel build → drift → retrofit
STAGE 1Parallel build · each owned one flow

Different background, corner radius, and bar colour per teammate. Divergence, baked in from day one.

Karan
Nandana
Saumya
Sneha
STAGE 2Style drift · four visual dialects

Corner radii, contrast levels, button shapes, and card padding diverged. Nothing was technically wrong, but the four flows didn't read as one product.

STAGE 3Retrofit system · my attempt to unify

One shared card, nav, and toggle set. Every flow now on identical dimensions and treatment.

Activity
Community
Accessibility
Settings

A shared card, nav, and accessibility-toggle set, built after the flows, so it only partly reconciled them.

What I'd do differently

Establish shared components and tokens before parallel work begins, not after.

A retrofitted system can only patch drift that's already happened. A shared foundation prevents it in the first place. This is the single biggest process lesson I took from ElderMotion.

Future work
  • Usability testing with real older adults
  • Dedicated help & support entry points
  • Voice-assisted guidance
  • Refining the interface from real user feedback, not literature alone
▶ View the working Figma prototype
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