The first time I designed something that didn’t require a screen, I finally understood what UX really meant.
As someone who entered UX through design sprints and wireframes, I used to think of user experience as an elegant flow, a well balanced screen, a smooth tap. But a few months ago, I found myself designing a physical escape room experience — for blind and low-vision teenagers. No screens. No visuals. Just sound, touch, and trust.
Helen Keller Services in New York, tasked us with creating a collaborative, immersive escape room that could be navigated entirely without sight.
The users?
Teens who were blind or had low vision ; many of whom had never experienced the thrill of a traditional escape room.
What We Got Wrong at First
We started like many early accessibility projects do — with good intentions but the wrong instincts.
Our first instinct was to simplify. Make the puzzles easier. Reduce steps.
But in our research — including forums like r/Blind and interviews with real users — one thing became clear:
Blind players don’t want simpler experiences. They want equitable ones.
They want to solve hard puzzles.
They want to fail and try again.
They want to be challenged — just like everyone else.
We weren’t designing for disability.
We were designing for agency and users.
What I Learned About UX (That No Figma File Could Teach Me)
1. Inclusion is not an afterthought. It’s a design principle.
2. Multisensory design is powerful.
Touch and sound aren’t second best alternatives to sight.
They’re interfaces of their own - ones that can be just as immersive, emotional, and intuitive.
3. Accessibility is not about “helping” — it’s about trusting.
You don’t need to handhold users. You need to build environments where they can lead.
How You Can Design for Inclusion Today
Whether you’re designing for a banking app or a museum, inclusion should be part of your baseline UX vocabulary.
Here are 3 ways to start:
Use sensory contrast: Don’t rely solely on color. Use audio, texture, size, or vibration to signal feedback.
Design for autonomy: If a user needs help at every step, something’s broken. Good UX empowers.
Invite real users in: Especially disabled users. No simulation replaces lived experience.
To me, UX is about designing trust.
And once you learn to build experiences with your ears and hands not just your eyes ; you start to see things more clearly.