Role
Team Lead, UX Research & Designer
Duration
3 months
Tools
Google Forms, Condens.io, Lovable & 3D Printer
Type
Mobile app + wearable
Sona on two phones: splash orb and welcome screen
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A tactile
musical experience

Inspired by the emotional role music plays in people’s lives, Sona explores how music can be experienced beyond sound — through touch, rhythm, and social connection.

Sona product mockup on two phones against a lilac field

Context

Overview

Sona is an accessibility-centered tactile music experience designed for deaf and hard-of-hearing users. It pairs a mobile app with a wearable shoe sole that translates music into real-time vibrations, so rhythm, emotion, and social connection can be felt through touch.

My Role

As team lead I directed research and design — user research, synthesis, personas, and the product vision from concept to prototype — with Lily Zhang and Wanyi Zhu.

Timeline

About three months in Spring 2026 (IXDSN 2400-1): mixed-methods research, a reframed How Might We, an MVP of app plus sole, then a high-fidelity prototype.

Project brief

The ask

How might we create a more immersive and accessible way for mid-to-late life adults who are deaf and hard of hearing to experience the full depth of music in social contexts?

Research kept pointing past “can they hear it?” toward identity and belonging — music as something you share in a room, not only something you receive through a speaker.

The challenge

Accessibility experiences often stop at function. Sona had to support emotional connection, not only a vibration map of a beat.

The shift

Insights pushed the product toward clearer onboarding, accessibility customization, and interaction that feels immersive rather than purely assistive.

Design

Feel the music, your way

The MVP is an app-driven experience that translates live or streamed sound into vibration through the soles, with a home that asks how you want to listen.

  • Two ways in — listen to the environment, or pull a song from a music app, so the same body can sit in a room or in a library.
  • Sole pairing as onboarding — connecting the wearables is the first ritual, not a settings afterthought.
  • A simpler path — research cut clutter so sign-up, pairing, and “start feeling music” sit in a short sequence.
  • Emotion, not only assist — the orb, the copy, and the tactile layer are meant to feel like a concert you can stand in, not a medical device menu.

By translating sound into tactile interaction, Sona treats accessibility as something seamless, expressive, and socially connective.

Prototype flows, MVP sole + app, and the reframed How Might We.

Process

Research before the orb

Expert interviews, concept testing, usability testing, personas, affinity mapping, and product-market fit work came first. That mix is what moved the brief from “make music accessible” to social, mid-to-late-life, full-depth experience.

A sole you can print

The MVP is physical: a shoe sole with a haptic pad, plus an app that listens for nearby music. We used a 3D printer for the wearable and Lovable in the digital pass — the object had to exist, not only a mockup of feet on a screen.

Result

A prototype you can stand in

The team left the term with a named product, a pairing-and-listen prototype, and a wearable sole. Sona became an exploration of how design can amplify connection and inclusion through multisensory interaction — not only a music-accessibility concept.

[TODO: add Sona demo mp4 and any result metrics]

Coming soon

An AI-generated walkthrough of someone using Sona will appear here soon.

Takeaways

What I’ll carry forward

Reframe the How Might We

Social context and “full depth” changed the product more than a list of accessibility features would have.

Make the body real

Printing a sole kept the team honest about pairing, calibration, and what “feel the music” has to mean.

Assistive can still be emotional

Clearer onboarding and a quieter home were how the research showed up — not a paragraph about inclusion.

Sona onboarding: connecting soles, start feeling music, and home
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