OpenCanvas

OpenCanvas

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

UX Designer · UI Designer

Figma · MS Forms · Notability

Jan 2025 - April 2025

UX/Accessibility

Abstract fluid art with swirling colors of orange and brown

Overview

OpenCanvas is an accessible digital sketching platform designed to reduce barriers in creative software for users with physical, cognitive, auditory, and visual impairments. The project reimagines common creative workflows such as tool selection, layer management, colour selection, tutorials, and focus support through an accessibility-first design approach.

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 barriers into targeted design interventions, guided by relevant WCAG 2.2 success criteria, and evaluated the prototype through usability testing.

The Outcome

A multi-platform sketching experience designed around diverse access needs from navigation and colour selection to learning, focus, and error recovery.

Why choose this project?

Why choose this project?

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

The Problem

The Problem

Digital drawing tools can rely on precise pointer movements, colour-coded feedback, audio-led tutorials and dense interfaces. This project explored how these patterns can create barriers across four areas of access.

Motor Accessibility

Creative tools often rely on precise interactions, making certain actions difficult to perform consistently.

Visual Accessibility

Important information is frequently communicated through visual elements that may not be accessible to everyone.

Auditory Accessibility

Learning materials and system feedback can depend heavily on audio-based communication.

Cognitive Accessibility

Complex interfaces and inconsistent feedback can increase effort and reduce task focus.

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.

A

A

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.

M

M

Mia

Complete Hearing Loss

Need

Learn creative techniques without relying on audio.

BARRIER

Audio-dependent tutorials, and cues

OPPORTUNITY

Captions, transcripts, visual guidance.

E

E

Ethan

ADHD

Need

Stay focused and avoid mistakes.

BARRIER

Distractions, time blindness, cognitive overload.

OPPORTUNITY

Focus Mode, timers, feedback, confirmation patterns.

S

S

Sophia

Deuteranopia

Need

Identify and select colors 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 Barriers to Design Decisions

From Barriers to Design Decisions

Rather than treating WCAG as a checklist, I used relevant WCAG 2.2 criteria to connect specific barriers in the drawing workflow with practical design responses.

Rather than treating WCAG as a checklist, I used relevant WCAG 2.2 criteria to connect specific barriers in the drawing workflow with practical design responses.

BARRIER

BARRIER

WCAG

WCAG

DESIGN RESPONSE

DESIGN RESPONSE

WHY IT MATTERS

WHY IT MATTERS

Motor Precision

Motor Precision

Focus Visible (2.4.7)

Focus Visible (2.4.7)

Target Size (Enhanced) (2.5.5)

Target Size (Enhanced) (2.5.5)

Keyboard Access (2.1.1)

Keyboard Access (2.1.1)

No Keyboard Trap (2.1.2)

No Keyboard Trap (2.1.2)

Enlarged touch targets, full keyboard navigation, persistent visible focus indicators

Enlarged touch targets, full keyboard navigation, persistent visible focus indicators

Removes reliance on fine motor control for precision interaction tasks

Removes reliance on fine motor control for precision interaction tasks

Drag-and-Drop Dependency

Drag-and-Drop Dependency

Dragging Movements (2.5.7)

Dragging Movements (2.5.7)

Keyboard-based layer reordering, contextual menus as alternative controls

Keyboard-based layer reordering, contextual menus as alternative controls

Supports users who cannot sustain pointer pressure for drag gestures

Supports users who cannot sustain pointer pressure for drag gestures

Color Dependency

Color Dependency

Use of Color (1.4.1)

Use of Color (1.4.1)

Sensory Characteristics (1.3.3)

Sensory Characteristics (1.3.3)

Pattern fills, text labels, and shape indicators alongside color in all UI states

Pattern fills, text labels, and shape indicators alongside color in all UI states

Reduces reliance on colour alone when identifying selections and interface states

Reduces reliance on colour alone when identifying selections and interface states

Audio Dependency

Audio Dependency

Audio-only & Video-only (Prerecorded) (1.2.1)

Audio-only & Video-only (Prerecorded) (1.2.1)

Captions (Prerecorded) (1.2.2)

Captions (Prerecorded) (1.2.2)

Non-text Content (1.1.1)

Non-text Content (1.1.1)

Closed captions, navigable text transcripts, visual progress cues synced with media

Closed captions, navigable text transcripts, visual progress cues synced with media

Removes audio as a prerequisite for learning or navigating tutorial content

Removes audio as a prerequisite for learning or navigating tutorial content

Cognitive Load

Cognitive Load

Headings and Labels (2.4.6)

Headings and Labels (2.4.6)

Labels or Instructions (3.3.2)

Labels or Instructions (3.3.2)

Error Prevention (3.3.6)

Error Prevention (3.3.6)

Focus Mode, time alerts, descriptive labels, undo confirmation dialogs

Focus Mode, time alerts, descriptive labels, undo confirmation dialogs

Reduces overwhelm and helps users recover confidently from mistakes

Reduces overwhelm and helps users recover confidently from mistakes

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)

Early Exploration

What was explored

  • Larger toolbar targets

  • Visible focus states

  • Enter-to-confirm activation

Design Decision

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

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)

Early Exploration

What was explored

  • Keyboard navigation between layers

  • Shortcut-based layer movement

  • Arrow-key control

  • Visible selected layer states

  • Alternatives to drag-and-drop

Design Decision

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

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)

Early Exploration

What was explored

  • Pattern-based colour cues

  • Selected colour confirmation

  • Support for colour vision differences

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.

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)

Early Exploration

What was explored

  • Tutorial cards with clear titles

  • Captioned video guidance

  • Transcript support

  • Readable caption overlays

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.

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)

Early Exploration

What was explored

  • A reduced-distraction Focus Mode

  • Adjustable focus and break timers

  • A persistent project title

  • Clear names for drawing tools

  • Visible feedback after completing an action

Design Decision

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

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

Usability Testing

Usability Testing

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

1

Help & Tutorial Clarity

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

What I learned

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.

Future Opportunities

  • Inclusive testing with disabled artists

  • Real-device mobile and tablet testing

Let's work together

Open to UX design and research opportunities.

+44-7587808291

debasishbaruah28@gmail.com

LinkedIn

Let's work together

Open to UX design and research opportunities.

+44-7587808291

debasishbaruah28@gmail.com

LinkedIn

Let’s work together

Open to UX design and research opportunities.

+44-7587808291

debasishbaruah28@gmail.com

LinkedIn