Accessibility

UX Research

Interaction Design

Designing accessible phone calls for 63 million deaf users

A calling companion that lets Deaf and hard-of-hearing individuals make and receive phone calls independently without relying on a human interpreter.

Role

Research and Design

Platform

Android

Category

Academia

Year

2025

Why it mattered?

Hard-of-hearing users can't take part in a standard voice phone call. That cuts them off from delivery agents, customer support lines, and even calls from family and friends, every one of those interactions currently depends on either an interpreter or someone else picking up on their behalf.

Research reviewed for this project found that access depending on another person creates a real loss of agency for HoH individuals, and that this group is rarely treated as a direct stakeholder in service design, even though captioning and inclusive design measurably reduce stress (one cited survey found 70%+ of respondents felt more included when captioning was available).

63M+

Deaf individuals in India (2nd most common disability nationally)

430M+

Deaf individuals globally as per the most recent WHO census

2.5B

Projected globally affected by hearing loss by 2050

~17%

Of people who need hearing aids actually use them

THE Design process

How was the problem identified?

Rather than starting from an assumption, the process was built to work backward from evidence. Data collection fed into interpretation across six lenses: behavioural, emotional, cognitive, cultural, social, and contextual. That interpretation ran through grounded theory instead of a straight line from data to conclusion, patterns found during mapping kept sending the research back to collect more data, refining the clusters each time the loop repeated.

Research surfaced three recurring clusters across the space. Reliance, where performing a task required another person; Inclusion, where being present did not mean participating; and Awareness, where the world communicates through sound with almost no visual backup.

THE CONTEXT

Research and Method

Secondary research was the primary medium of data collection given the constraint of availability of real participants, with 7 case-study videos, 5 academic papers, 1 documentary (Deaf President Now), and the WHO's 272-page World Hearing Report as the source.

Note

This was desk research, not primary interviews with Deaf participants.

THE CONTEXT

Findings

Everyday task difficulty broke down as: 24.8% transportation, 24.3% activities outside the home, 22.5% things around the home, 16% managing health, 7.2% shopping/finances, 5% basic daily activities

Current adaptation methods: 36.3% rely on their own workarounds, 27.3% get help from family/outsiders, 26.7% use existing devices or tools

Only ~17% of people needing hearing aids use them; sign language users tend to think in visual blocks rather than linear text; people switch between communication modalities depending on context

In their own words…

Drawn from an interview study of 60 Deaf adults, describing the same exclusion this project set out to solve.

  • I’m Shreyansh, a UX Designer who has worked inside startups, built one myself.

  • I’m Shreyansh, a UX Designer who has worked inside startups, built one myself.

  • I’m Shreyansh, a UX Designer who has worked inside startups, built one myself.

  • I’m Shreyansh, a UX Designer who has worked inside startups, built one myself.

  • I’m Shreyansh, a UX Designer who has worked inside startups, built one myself.

  • I’m Shreyansh, a UX Designer who has worked inside startups, built one myself.

Shende, Shraddha & Koon, Lyndsie & Singleton, Jenny & Rogers, Wendy. (2025). Everyday Challenges and Solutions for Individuals Aging With Deafness. Innovation in Aging. 9. 10.1093/geroni/igaf071.

THE CONTEXT

Primary artifacts

Content analysis (Excel)

The 37 tasks from the base research were logged and coded on frequency, assistance-required, and tech-availability, producing the task-difficulty percentages.

Affinity mapping

Those coded findings were clustered into themes across the six lenses (behavioural, contextual, emotional, cognitive, cultural, social).

Pain vs. frequency matrix

The clustered themes were then plotted on this 2×2 to surface the highest-priority opportunity: calling.

The Outcome

What I set out to do?

These six use cases came straight out of the research, each one maps to a real point of friction found in the pain vs. frequency analysis. Some are visible the moment you open the app; others only show up mid-call, when it matters most.

No. 1

Research and Design

The redesigned checkout was first rolled out across 100 societies before a wider launch.

No. 2

Research and Design

The redesigned checkout was first rolled out across 100 societies before a wider launch.

No. 3

Research and Design

The redesigned checkout was first rolled out across 100 societies before a wider launch.

No. 4

Research and Design

The redesigned checkout was first rolled out across 100 societies before a wider launch.

No. 5

Research and Design

The redesigned checkout was first rolled out across 100 societies before a wider launch.

No. 6

Research and Design

The redesigned checkout was first rolled out across 100 societies before a wider launch.

THE CONTEXT

How it works?

I’m Shreyansh, a UX Designer who has worked inside startups, built one myself, and collaborated across product, engineering, and business teams to ship real products.

I’m Shreyansh, a UX Designer who has worked inside startups, built one myself, and collaborated across product, engineering, and business teams to ship real products.

THE CONTEXT

Why it mattered?

I’m Shreyansh, a UX Designer who has worked inside startups, built one myself, and collaborated across product, engineering, and business teams to ship real products.

I’m Shreyansh, a UX Designer who has worked inside startups, built one myself, and collaborated across product, engineering, and business teams to ship real products.

First time users are prompted to add a card for faster repeat payments.

First time users are prompted to add a card for faster repeat payments.

First time users are prompted to add a card for faster repeat payments.

The Outcome

Why it mattered?

I’m Shreyansh, a UX Designer who has worked inside startups, built one myself, and collaborated across product, engineering, and business teams to ship real products.

I’m Shreyansh, a UX Designer who has worked inside startups, built one myself, and collaborated across product, engineering, and business teams to ship real products.

12%

Research and Design

The redesigned checkout was first rolled out across 100 societies before a wider launch.

12%

Research and Design

The redesigned checkout was first rolled out across 100 societies before a wider launch.

12%

Research and Design

The redesigned checkout was first rolled out across 100 societies before a wider launch.

Reflections & Learnings (My 2 cents)

I’m Shreyansh, a UX Designer who has worked inside startups, built one myself, and collaborated across product, engineering, and business teams to ship real products.

I’m Shreyansh, a UX Designer who has worked inside startups, built one myself, and collaborated across product, engineering, and business teams to ship real products.

I’m Shreyansh, a UX Designer who has worked inside startups, built one myself, and collaborated across product, engineering, and business teams to ship real products.

Let’s do

incredible

work together!

Copy component

Copied

hi@shreyanshk.com

Shreyansh K.

Designed in Dehradun

Made with

&

© 2026 Shreyansh.

All rights reserved