Audio-First Music Product for Blind and Low-Vision Listeners

Quick Overview

A product design question about creating a music app for people who are blind. It tests how a candidate segments blind and low-vision users by screen-reader experience, uncovers the pain points of non-visual listening, prioritizes an accessible first version and defines metrics for independent, successful listening.

Audio-First Music Product for Blind and Low-Vision Listeners

Company: Google

Role: Product Manager

Category: Product Design & Strategy

Difficulty: medium

Interview Round: Other

You are asked to design a music app for people who are blind. Explain how you would approach it: which users you would build for, what problems the app would solve for them, what the first version would include and how you would know it is working. ```hint Picture the current experience Most blind smartphone users already navigate with a screen reader that speaks each element on the screen aloud. Imagine finding and playing one specific song that way in a typical music app, and note where the experience slows down or breaks. ``` ### Clarifying Questions - What does "music app" cover here: listening to and discovering music, making and recording it, or learning to play an instrument? - Does the target group include people with low vision and people who lost their sight late in life and never learned a screen reader, or only fully blind people who already use one fluently? - Is Google building this, so it can draw on an existing music catalog, account and voice assistant, or is it a standalone service that would have to license its own content? - Which devices are in scope: phones only, or also smart speakers, headphones and watches? ### What a Strong Answer Covers - Segmentation of blind and low-vision users by how they use technology today (degree of vision, age when sight was lost, screen-reader fluency), with a justified choice of focus. - Pain points grounded in non-visual use of today's music apps: finding a specific item, knowing what is playing, discovery built around artwork, sign-up and payment, and spoken feedback competing with the music. - A prioritized first version that works with the phone's built-in screen reader rather than against it, and that offers more than voice for noisy or public places. - Success metrics centered on independent, successful listening, with guardrails such as accidental actions and failed voice requests, plus a plan to test with blind users throughout. - Trade-offs such as a dedicated app versus a fully accessible mainstream app, and simplicity for newcomers versus speed for expert screen-reader users. ### Follow-up Questions - Would you build a separate app or make the mainstream music app fully accessible? What does each choice risk for blind users? - How would you recruit blind and low-vision participants for research, and which finding would most change your roadmap? - Voice recognition fails more often in noisy places and for some speakers. How would the app recover when a spoken request is misunderstood?

Overview: A product design question about creating a music app for people who are blind. It tests how a candidate segments blind and low-vision users by screen-reader experience, uncovers the pain points of non-visual listening, prioritizes an accessible first version and defines metrics for independent, successful listening.

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Google
Jun 15, 2024
mediumProduct ManagerOtherProduct Design & Strategy
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You are asked to design a music app for people who are blind. Explain how you would approach it: which users you would build for, what problems the app would solve for them, what the first version would include and how you would know it is working.

Clarifying Questions Guidance

  • What does "music app" cover here: listening to and discovering music, making and recording it, or learning to play an instrument?
  • Does the target group include people with low vision and people who lost their sight late in life and never learned a screen reader, or only fully blind people who already use one fluently?
  • Is Google building this, so it can draw on an existing music catalog, account and voice assistant, or is it a standalone service that would have to license its own content?
  • Which devices are in scope: phones only, or also smart speakers, headphones and watches?

What a Strong Answer Covers Guidance

  • Segmentation of blind and low-vision users by how they use technology today (degree of vision, age when sight was lost, screen-reader fluency), with a justified choice of focus.
  • Pain points grounded in non-visual use of today's music apps: finding a specific item, knowing what is playing, discovery built around artwork, sign-up and payment, and spoken feedback competing with the music.
  • A prioritized first version that works with the phone's built-in screen reader rather than against it, and that offers more than voice for noisy or public places.
  • Success metrics centered on independent, successful listening, with guardrails such as accidental actions and failed voice requests, plus a plan to test with blind users throughout.
  • Trade-offs such as a dedicated app versus a fully accessible mainstream app, and simplicity for newcomers versus speed for expert screen-reader users.

Follow-up Questions Guidance

  • Would you build a separate app or make the mainstream music app fully accessible? What does each choice risk for blind users?
  • How would you recruit blind and low-vision participants for research, and which finding would most change your roadmap?
  • Voice recognition fails more often in noisy places and for some speakers. How would the app recover when a spoken request is misunderstood?