Research & Strategy — Inclusive Design at Deloitte

Accessibility Research

Usability Testing

Design System

Research & Strategy — Inclusive Design at Deloitte

Accessibility Research

Usability Testing

Design System

Research & Strategy — Inclusive Design at Deloitte

Accessibility Research

Usability Testing

Design System

DELIVERY

Deloitte India · Digital Excellence Centre

SCOPE

UX Research

CONTEXT

Inclusive Design

DELIVERY

Deloitte India · Digital Excellence Centre

SCOPE

UX Research

CONTEXT

Inclusive Design

DELIVERY

Deloitte India · Digital Excellence Centre

SCOPE

UX Research

CONTEXT

Inclusive Design

Designing for Astigmatism

Designing for Astigmatism

Astigmatism affects approximately 1 in 3 people globally, yet it remains largely absent from mainstream UX accessibility guidance. This research set out to change that, investigating how the condition affects digital interface perception, and translating evidence-based findings into concrete, actionable design decisions. As the sole researcher on this initiative, I led the work end-to-end: from literature review and prototype design through to usability testing, guideline documentation, and a presentation deck for internal adoption across the DEC design team.


Research Questions

Research Questions

  • How does astigmatism affect readability, visual fatigue, and perception of digital UI elements?

  • Which specific design decisions — in typography, colour, contrast, and component styling — measurably improve the experience for users with astigmatism?

  • How can findings be translated into scalable, adoptable guidelines for an enterprise design team?

Research Outputs

Research Outputs

  • Typography & readability guidelines — font weight, size, line height, and letter spacing recommendations

  • Colour & contrast standards for astigmatic and vision-impaired users

  • Component & interaction recommendations — button styling, corner radius, and visual affordance guidance

  • Accessibility standards documentation for internal DEC use

  • Presentation deck delivered to the DEC design team

Usability Study

Usability Study

Vision Mode Prototype
Prototype context: Screens were based on an internal HR tool covering staff scheduling, shift calendars, and tap-in/tap-out attendance data — a high-frequency-use interface where visual fatigue and readability have direct operational impact

  • Toggle mechanic: A live mode toggle let participants switch between the two versions within the same session — enabling direct, in-context comparison rather than split-group testing, and giving each participant a clear basis for preference

  • What the optimised mode tested: Improved colour contrast ratios, rounded button corners, and component-level adjustments identified through secondary research as beneficial for users with astigmatism and related conditions

  • Participant disclosure: Participants voluntarily disclosed their specific vision condition during anonymous sign-up — enabling condition-level analysis and making findings more granular and applicable beyond astigmatism alone

  • Broader scope: By opening recruitment to all vision-related conditions, the study captured a richer evidence base — making the resulting guidelines more robust and more widely applicable across Deloitte's user base

Design System Impact

Design System Impact

Findings from this study fed directly into updates to Deloitte's internal design system — translating participant feedback and research evidence into adopted changes to colour contrast standards, button styling, and corner radius conventions used across Deloitte DEC products.

Methods

Methods


  • Secondary research and evidence synthesis across medical, vision science, and accessibility literature

  • Prototype design — purpose-built two-mode interactive prototype in Figma for comparative usability testing

  • Moderated usability study with 72–75 participants recruited via anonymous internal survey

  • Heuristic analysis of existing design patterns against research-identified user needs

  • Translation of findings into component-level guidance and standards documentation

  • Internal deck presentation to communicate findings and drive design team adoption

Designing for Mental Health

Designing for Mental Health

This research explored how active, intentional design decisions can support and protect the mental wellbeing of users — examining how interface design choices contribute to or reduce stress, cognitive load, anxiety, and emotional safety. In enterprise contexts, where tools like OrgAtlas and Counterparty Due Diligence are used under significant time and regulatory pressure, designing with mental health in mind is not a soft consideration — it is a fundamental dimension of usability.

Research

Research

Research Questions

  • What design decisions actively reduce cognitive load, stress, and anxiety in digital interfaces?

  • How can visual design, interaction patterns, and content hierarchy be used to create a sense of calm, control, and safety for users?

  • What principles should enterprise designers apply when building tools used in high-pressure, high-stakes environments?


Research Outputs

  • Internal design principles for mental health-conscious UX

  • Component and interaction recommendations covering visual hierarchy, spacing, motion, and error handling

  • Colour and contrast guidance for emotional safety and visual calm

  • Contributed to Deloitte DEC's broader inclusive design standards documentation

  • Internal presentation deck shared with the DEC design team

Impact

Impact

Why This Matters in Enterprise UX

Most enterprise UX practice treats mental health as outside the scope of interface design. This research argued otherwise — that the way information is structured, how errors are communicated, and how much control users feel directly affects wellbeing in tools used under pressure. In Deloitte's own product portfolio, users of platforms like OrgAtlas and Counterparty Due Diligence work with sensitive data under regulatory scrutiny. Mental health-conscious design is not optional in that context — it is good design.


Methods

Methods


  • Secondary research synthesis across psychology, cognitive science, and UX accessibility literature

  • Heuristic analysis of design patterns and their known effects on cognitive load and emotional response

  • Translation of research findings into actionable design principles and component-level guidance

  • Internal deck presentation to communicate findings and build team awareness

Vibha Bharadwaj

Powered by pixels and far too many dosas!

Vibha Bharadwaj © 2026

Vibha Bharadwaj

Powered by pixels and far too many dosas!

Vibha Bharadwaj © 2026

Vibha Bharadwaj

Powered by pixels and far too many dosas!

Vibha Bharadwaj © 2026