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Gomio

This bachelor project was developed in collaboration with Lea Martin Kohler. Together, we designed a mobile event application that allows people with cognitive disabilities to discover and register for events independently. The goal was to create a digital service that is not only functional but truly accessible and empowering.

People with cognitive impairments often face barriers when using digital tools. These include complex navigation, unclear language, and overwhelming interfaces. Our project addresses these challenges with a prototype built around clear structure, simple language, and visual support. From the beginning, we involved our target users through interviews and co-design workshops, allowing their experiences to shape every design decision.

Role

Visual Designer

User Researcher

Tools

Figma

Co-Design

Year

2025

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Background

With the European Accessibility Act coming into effect in 2025, digital services are expected to meet higher accessibility standards. While technical accessibility is receiving more attention, cognitive accessibility still lacks widespread understanding and implementation. Individuals with cognitive disabilities are frequently excluded from digital participation due to poor design choices.

Cognitive disabilities affect memory, attention, reading comprehension, and problem-solving. Design barriers are often invisible but have a major impact on usability. Many existing platforms fail to consider these challenges, resulting in exclusion.

In our research, we found that even services claiming to be accessible often overlooked cognitive needs. Our project was based on the belief that meaningful digital inclusion starts with understanding the lived realities of people with disabilities.

Project Goal

Our aim was to design a cognitively accessible event application that users could navigate with ease and confidence. We focused on making information clear, steps understandable, and interactions intuitive. During our initial research, we found that no event app in Switzerland specifically targeted users with cognitive impairments.

 

We saw an opportunity to create a tool that promotes autonomy and participation. The app offers a way for users to independently explore and sign up for events that interest them. This was achieved through a research-driven, user-centered process, constantly shaped by feedback from the target audience.

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Target Audience

Our target group included individuals with mild cognitive disabilities who use smartphones but often feel overwhelmed by digital interfaces. These users are capable and motivated, but face cognitive barriers such as unclear instructions, crowded screens, or abstract structures.

We intentionally focused on users who are already familiar with digital tools. People with more severe disabilities often need different kinds of support and were not included in the scope of this app.

Design Approach

Co-Design Workshops

To ensure that the app truly met the needs of our users, we organized co-design workshops with people from Brändi Horw, a social institution that supports individuals with disabilities. The participants were individuals with mild cognitive impairments who matched the profile of our target group.

In these workshops, participants shared their ideas, gave feedback on interface concepts, and created paper prototypes. These sessions provided invaluable insight into what worked, what was confusing, and what needed simplification.

We learned that users preferred simple layouts, large and clearly labeled buttons, and navigation structures that were familiar. Symbols were helpful, but only when paired with text. Participants also emphasized the importance of having consistent instructions and step-by-step processes.

Their contributions directly shaped the app’s design and helped us prioritize clarity and ease of use. These workshops were a central part of our project and highlighted the value of designing with users, not just for them.

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Design & Development

We aligned our work with the Web Content Accessibility Guidelines (WCAG) 2.2 and explored recommendations from the COGA Task Force, which focuses specifically on cognitive and learning accessibility. Additionally, we attended a professional workshop on digital accessibility to gain hands-on insights into real-world challenges.

Importantly, our design decisions were not based on theory alone. We integrated the findings from our co-design workshops into each iteration of the prototype. The feedback we received from users at Brändi Horw influenced everything from layout and language to navigation structure and button design.

This combination of research, standards, and user input allowed us to develop a prototype that not only meets accessibility guidelines, but also reflects the real preferences and behaviors of our target audience.

Solution Approach

Key Features

The core features of the app include:

  • A clear event overview with categories and filters

  • Detailed event descriptions with visual and textual support

  • A simple sign-up process

  • A personal agenda for saved events

  • Profile customization

  • Optional audio guidance and icon support
     

Every feature was designed with cognitive accessibility in mind, keeping cognitive load low while maintaining meaningful functionality.

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Prototype & User Testing

Using the input gathered from our research and workshops, we built a clickable prototype. It went through several testing rounds with both returning and new users.


Initial feedback showed that the calendar feature was difficult to understand. We replaced it with a simplified list view and added an option to export events to the phone’s native calendar. We also improved the visibility of the registration button and clarified key interface elements.


These updates led to faster navigation, improved understanding, and more confident use among participants. User testing played a critical role in improving accessibility and usability.

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Conclusion

Designing for cognitive accessibility fundamentally changed how we approach digital design. We learned to evaluate every element through the lens of simplicity and understanding.

One of our most valuable lessons was that innovation does not always mean inventing something entirely new. Often, it means improving what already works by removing barriers and making it more inclusive. Familiar structures, when used thoughtfully, can provide clarity and comfort.
 

We are proud that our project won the Zeix UX Award, which recognized the impact of our approach and the importance of designing for cognitive inclusion. This acknowledgment encourages us to continue creating digital products that prioritize accessibility from the start.

Our experience has shown that accessibility is not an extra feature. It is a foundation for good design and a responsibility we take seriously.

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