/ CASE STUDY 01

OpenCanvas

OpenCanvas

An accessibility-first sketching experience focused on creativity, not barriers.

A digital sketching platform designed to reduce barriers in creative software for users with physical, cognitive, auditory and visual impairments rethinking tool selection, layers, colour, tutorials and focus support.

↳ accessibility built into the workflow, not bolted on as a settings panel.

ROLE

UX Designer · UI Designer

TIMELINE

Jan 2025 - April 2025

TOOLS

Figma · MS Forms · Notability

FOCUS

UX/Accessibility

Abstract fluid art with swirling colors of orange and brown
Abstract fluid art with swirling colors of orange and brown

TL;DR

The Challenge

Creative software often relies on precise interactions, colour-coded information, audio-based guidance, and complex interfaces that may not be accessible to everyone.

My Approach

I translated accessibility needs into practical design decisions across drawing controls, feedback and interaction patterns, then tested the prototype with users and iterated based on usability findings.

The Outcome

A more inclusive drawing experience with accessibility built into the core interaction rather than added afterwards. After iteration, the prototype’s SUS score improved from 79.5 to 86.5.

Why choose this project?

Why choose this project?

Drawing tools often rely on precise hand control, colour-based visual cues, and audible feedback.

Drawing applications often depend on precise input, colour-based information, gestures, and visual instruction interactions that can create barriers for people with motor, visual, or cognitive access needs.

I wanted to explore how accessibility could become part of the creative workflow itself, rather than an additional settings layer added later in development.

Accessibility in creative tools remains underexplored

Creative workflows contain multiple accessibility barriers

Inclusive design should support creativity without reducing capability

Design Goal

Design Goal

“How might we reduce motor, colour-vision, hearing and cognitive barriers in digital sketching without disrupting the creative workflow?”

“How might we reduce motor, colour-vision, hearing and cognitive barriers in digital sketching without disrupting the creative workflow?”

#1

Provide flexible ways to interact

#2

Communicate information in multiple ways

#3

Keep the workspace focused and predictable

Who I Designed For

Who I Designed For

To guide design decisions, I created four research-informed proto-personas, each focused on one accessibility area addressed by the platform.

Alex

Early-stage Parkinson’s disease

NEED

Better support for selecting tools and managing layers.

BARRIER

Tremors, stiffness and difficulty with small targets.

OPPORTUNITY

Larger targets, keyboard access, alternative layer movement.

Mia

Complete hearing loss

NEED

Learn creative techniques without relying on audio.

BARRIER

Audio-dependent tutorials and cues.

OPPORTUNITY

Captions, transcripts, visual guidance.

Ethan

ADHD

NEED

Stay focused and avoid mistakes.

BARRIER

Distractions, time blindness, cognitive overload.

OPPORTUNITY

Focus Mode, timers, feedback, confirmation patterns.

Sophia

Deuteranopia

NEED

Identify and select colours confidently.

BARRIER

Difficulty distinguishing red and green.

OPPORTUNITY

Patterns, labels and text-based confirmation.

These proto-personas were informed by secondary research and accessibility guidance and used to guide design decisions throughout the project.

From Exploration to Design Decisions

From Exploration to Design Decisions

Before developing high-fidelity designs, I explored how accessibility challenges within digital sketching could inform interface decisions. Each concept investigated a different opportunity to make creative workflows more inclusive.

01

Accessible Tool Selection

Focus Visible(2.4.7)

Target Size Enhanced(2.5.5)

Keyboard Access(2.1.1)

On Focus(3.2.1)

Design Decision

Tool selection moved from small icon-only controls to a keyboard-supported toolbar with visible focus and larger icons with intentional activation.

Explored: Larger toolbar targets, Visible focus states, Enter-to-confirm activation

Early Exploration

High Fidelity

Final Features

Larger Targets

Visible focus states

Keyboard-supported selection

Intentional activation

Why it mattered

Small icon-only toolbars can create barriers for users with tremors, stiffness, limited fine motor control, or keyboard-only navigation needs. The final toolbar makes tool selection easier to target, easier to track visually, and safer to activate intentionally.

02

Layer Management Without Drag and Drop

Keyboard Access(2.1.1)

Dragging Movements(2.5.7)

Focus Visible(2.4.7)

Focus Order(2.4.3)

Design Decision

Layer management was redesigned around focus, shortcuts, and step-by-step keyboard-supported controls instead of relying only on dragging.

Explored: keyboard navigation between layers, shortcut-based movement, arrow-key control, visible selected-layer states, alternatives to drag-and-drop.

Early Exploration

High Fidelity

Keyboard shortcut initiates layer movement without drag-and-drop.

Visible focus indicates the currently selected layer while arrow keys reposition it.

An insertion indicator previews the new position before confirming with Enter.

Final Features

Keyboard-supported reordering

Visible layer focus

Insertion-position preview

Enter to confirm

Why it mattered

Dragging layers requires steady pointer control and precision. A keyboard-supported layer system gives users a more forgiving way to organise their canvas without depending on drag-and-drop alone.

03

Colour Selection Beyond Colour Alone

Use of Colour(1.4.1)

Design Decision

Colour selection was redesigned to provide multiple confirmation cues, combining colour names, patterns, and explicit feedback to reduce reliance on colour perception alone.

Explored: pattern-based colour cues · selected-colour confirmation · support for colour vision differences.

Early Exploration

High Fidelity

Green selection confirmed with text and pattern cues

Green selection confirmed with text and pattern cues

Final Features

Text colour labels

Pattern-based cues

Explicit selection feedback

Why it mattered

Users with colour vision deficiencies may struggle to distinguish similar colours or confirm their selection. Pairing colour with text labels, patterns, and clear feedback reduced reliance on colour perception alone when identifying and confirming a selection

04

Accessible Tutorial and Guidance

Non-Text Content (1.1.1)

Consistent Navigation (3.2.3)

Contrast Minimum (1.4.3)

Captions (Prerecorded) (1.2.2)

Design Decision

Tutorial guidance was designed to support learning through text, captions, transcripts, and predictable navigation instead of relying only on audio or visual demonstration.

Explored: tutorial cards with clear titles · captioned video guidance · transcript support · readable caption overlays.

Early Exploration

High Fidelity

Tutorial library with labelled learning cards

Tutorial library with labelled learning cards

Captioned tutorial with transcript support

Captioned tutorial with transcript support

Final Features

Captions

Transcripts

Readable Caption Contrast

Why it mattered

Captions, transcripts, and clear labels make tutorials accessible without relying solely on audio.

05

Focus and Task Completion

Headings and Labels (2.4.6)

Labels and Instructions (3.3.2)

Timing Adjustable (2.2.1)

Design Decision

Focus Mode was designed to reduce interface clutter while preserving the context, controls and feedback users need to complete their work.

Explored: reduced-distraction Focus Mode · adjustable focus and break timers · persistent project title · clear tool names · visible feedback after completing an action.

Early Exploration

High Fidelity

Focus Mode: a reduced-distraction workspace with an adjustable session timer

Focus Mode: a reduced-distraction workspace with an adjustable session timer

Error prevention: confirmation required before permanently deleting a layer

Error prevention: confirmation required before permanently deleting a layer

Final Features

Action confirmation

Distraction-reduced workspace

User-controlled focus timer

Why it mattered

Users with attention-related difficulties may become overwhelmed by dense controls, lose track of their current task, or struggle with rigid working sessions. A simplified workspace, flexible timing, persistent context, and clear feedback help users remain focused and work at a manageable pace.

Adapting the Experience Across Devices

Adapting the Experience Across Devices

Rather than shrinking a desktop interface onto smaller screens, I adapted accessibility patterns to each platform.

Mobile

Controls within easier reach

The desktop toolbar was adapted into a vertical mobile control strip with larger, clearly separated touch targets. Explored left- and right-side toolbar placement so controls could remain closer to the user’s preferred hand instead of enforcing one fixed position.

Toolbar placement explored for left- and right-hand reach.

Toolbar placement explored for left- and right-hand reach.

Preserving access when orientation changes

In landscape orientation, the toolbar remained attached to the side of the interface, giving the canvas more horizontal space while keeping the main tools visible and reachable. This prevented the mobile layout from simply stretching or overlapping controls when the device was rotated.

The landscape layout retains access to core tools while expanding the drawing area.

The landscape layout retains access to core tools while expanding the drawing area.

Tablet

Providing alternatives to precise touch

The tablet concept explored voice commands as an alternative to precise touch input. Layer deletion could be completed through either a swipe gesture or the Edit menu, preventing reliance on a single interaction method.

Voice input allows tools to be selected without precise touch interaction.

Voice input allows tools to be selected without precise touch interaction.

A visible delete control provides a clear way to remove a selected layer.

A visible delete control provides a clear way to remove a selected layer.

Swipe-to-delete as an alternative interaction

Swipe-to-delete as an alternative interaction

What testing changed

What testing changed

I conducted task-based usability testing followed by a System Usability Scale (SUS) survey and short post-test interviews.

Participants

5

Students, designer, working professional

Methods

  • Task Based Usability Testing

  • SUS Survey

  • Post-Test Interviews

6 Core Tasks

  • Select Pencil using keyboard

  • Select Green color

  • Move Layer using Keyboard

  • Delete layer

  • Access Tutorial

  • Enable Focus Mode

Testing focused on usability and accessibility-oriented interactions. Participants did not have disabilities.

Key Insights from Testing

01

Keyboard interactions were usable but required clearer guidance

Participants completed tool selection and navigation with minimal friction using keyboard controls.

02

Multiple cues clarified colour-selection feedback

Participants understood the selected colour through the combination of text labels, patterns and confirmation feedback.

03

Move Layer required more explicit guidance

Participants looked for contextual help when they could not remember how to enter Move Layer mode.

Iterations Based on Testing

Help and tutorials were doing the same job, so people found neither

Finding

Users could not distinguish between Tutorial and Help when both were presented as a single menu item.

Evidence

Participants seeking guidance for Move Layer selected “Tutorials/Help” but were taken to general tutorial content rather than contextual instructions.

Change

Separated the two functions. Tutorials remained in the menu with a video icon, while Help became a persistent button providing contextual guidance and keyboard shortcuts.

Impact

Separating the two functions made structured tutorials and contextual help easier to distinguish and locate.

Before

A combined “Tutorials/Help” entry made the type of support unclear.

After

Separate entry points distinguish structured tutorials from contextual help.

Measuring the Impact

Initial SUS Score

77.5

Final SUS Score

87.5

After addressing key usability issues, including unclear Help and Tutorial pathways, the SUS score increased from 77.5 to 87.5.

Refined Desktop Experience

Refined Desktop Experience

After developing the accessibility concepts through sketches and evaluating the interactive prototype, I refined them into a high-fidelity desktop experience.

Workspace Overview

Main refined workspace

Main refined workspace

Main refined workspace

The final interface keeps the drawing workspace uncluttered while ensuring accessibility features remain easily accessible throughout the creative process.

Colour Guidance

Colour picker with pattern feedback

Colour picker with pattern feedback

Colour picker with pattern feedback

Colour choices are supported with labels, patterns, and confirmation feedback so selection does not rely on colour alone.

Accessible Learning

Tutorial video with transcript

Tutorial video with transcript

Tutorial video with transcript

Tutorials include captions and a transcript so learning is not dependent on audio alone.

Error Prevention

Delete confirmation / error recovery

Delete confirmation / error recovery

Delete confirmation / error recovery

Destructive actions include confirmation prompts, allowing users to reconsider before permanently deleting content.

Focus Support

Focus mode timer

Focus mode timer

Focus mode timer

Focus mode uses a visible timer and adjustable controls to help users structure drawing sessions.

Limitations & Next Steps

Limitations & Next Steps

Limitations

  1. Small sample size of five participants limits generalisability

  2. No disabled participants were included in usability testing

  3. The prototype evaluation did not assess use with assistive technologies

Next Steps

  1. Conduct usability testing with participants with disabilities

  2. Improve onboarding for less-discoverable interactions

  3. Further evaluate and refine mobile accessibility patterns

Reflection

WCAG can help you find the barriers. It can't tell you whether you removed them.

OpenCanvas taught me that accessibility is most effective when built into core interactions rather than isolated within a settings layer. It also clarified the limits of guideline-led design: WCAG can help identify potential barriers, but it does not replace co-design and testing with disabled people.

In a future iteration, I would involve disabled artists earlier and evaluate the implemented experience with assistive technologies across devices.

GET IN TOUCH

Still here?

Good. We should probably talk.

Open to UX, Product and Interaction Design opportunities.

Milton Keynes, UK

DEBASISH BARUAH

Designed, tested, changed, changed again.

© 2026

UX / Interaction / Accessibility

GET IN TOUCH

Still here?

Good. We should probably talk.

Open to UX, Product and Interaction Design opportunities.

Milton Keynes, UK

DEBASISH BARUAH

Designed, tested, changed, changed again.

© 2026

UX / Interaction / Accessibility

GET IN TOUCH

Still here?

Good. We should probably talk.

Open to UX, Product and Interaction Design opportunities.

Milton Keynes, UK

DEBASISH BARUAH

Designed, tested, changed, changed again.

© 2026

UX / Interaction / Accessibility