Google Maps · Situational accessibility · NextLeap fellowship · 2026
Eyes on the Street
People check Google Maps mid-stride, in crowds, with their hands full. Most end up stopping. Busy Walk is a walking mode that adapts to the moment.
Role
UX research and UI design. Solo project.
Methods
Secondary research, UX and accessibility audit, survey (n=34), 6 interviews, 6 prototype reviews
Tools
Figma, FigJam, Fillout, Calendly, Notion
Platform
Google Maps, Android
Open the Figma board ↗

The problem
Google Maps assumes full attention, in a world that rarely allows it.
Maps shows the same map-first screen whether you’re standing still or squeezing through a rush-hour crowd. Every check means stopping, stepping aside or asking a stranger.
For a wheelchair user propelling with both hands, this is not a situation. It is every day. I scoped the project to one user, one situation and one task: a commuter following walking directions to the exact exit, entrance or platform.
UX audit: map-first screen, no context awareness, two-finger gestures, Live View needs raised hands, voice assumes a quiet street, guidance ends at the pin. None of the seven products I reviewed adapts its interface to the user’s real-time context.
Research
The real bottleneck is people’s eyes, not their hands.
59% had to stop walking to check the phone
56% went the wrong direction
44% couldn’t find the exact exit, entrance or platform
41% vs 15% named screen attention as the hardest constraint, versus one free hand
What changed my mind
I assumed one free hand was the main barrier. Screen attention was, by almost three to one.
I assumed voice already solved busy eyes. 38% never use it, and all six interviewees avoid it because of noise, accents and pace.
Adaptation is welcome, but only when it is opt-in or easy to undo.
Wheelchair users need more than step-free routes. Wrong turns and missing accessible exits cost them far more.
“It was tough when there was not a particular landmark or not a particular shop when I need to take a turn.” P5
Define
The problem isn’t the crowd. It’s an interface built for standing still.
A 5 Whys pass led to the root cause: navigation is designed for full attention, so limits on eyes and hands are never accounted for.
How might we let people understand the next step in a 1 to 2 second glance while moving?
How might we guide people to the exact exit, lift or platform, not just the pin?
How might we adapt the interface to the moment without taking control away?
Ideate
Three directions explored, one clear winner.
A. Eyes-free guide. Not chosen. Only 12% found haptics very useful, and strong vibration risks a dropped phone. Kept as an optional layer.
B. Last-metre exit guide. Absorbed. It only helps at the end of the journey, so it became Busy Walk’s arrival step.
C. Busy Walk. Chosen. It targets the root cause, stopping to read, and works for permanent and situational users alike.
Prototype
Every screen designed for a two-second glance.
Gentle suggestion, exit guide, glance view and early warning. Sized for a OnePlus 10T, with simulated haptic cues.
1 tap to start Busy Walk from a suggestion
≤ 2 s to read the next step
64 dp minimum touch target, in the bottom third
7:1 contrast on key text, for direct sunlight
When context detection gets it wrong, the user stays in control: suggest, opt in, adapt, exit anytime.
Testing
Six prototype reviews moved every control under the free thumb.
Exit was out of reach. “Tap to exit” sat at the top. V3 added Switch hand, and V5 put Exit in a dock under the free thumb.
“What is Busy Walk?” Two reviewers asked. The V4 suggestion card now says what it does in one line.
Wanted more map. V5 lets you tap the mini map to swap to a full map view, and back.
“These are great addition features, especially for people who are directionally challenged like me.” R6, pedestrian traveller
Moving forward
I started by designing for busy hands. The real limit was attention.
People can free a hand, but not their eyes. Designing for whoever has the least to spare made the walk simpler for everyone.
Next: a phased pilot, starting with an internal test and an opt-in Android beta in India, then A/B tests on asking first versus switching automatically, single versus double buzz, and warning distance.
Independent student concept. Not affiliated with Google.