WanderGuide: Indoor Map-less Robotic Guide for Exploration by Blind People

Authors
Masaki Kuribayashi, Kohei Uehara, Allan Wang, Shigeo Morishima, Chieko Asakawa
Year
2025
Publication
Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (CHI '25)
DOI
10.1145/3706598.3713788

Summary

Kuribayashi and colleagues design WanderGuide, a suitcase-shaped robotic guide that supports blind people in recreational, open-ended exploration of indoor environments — wandering, browsing, window-shopping — rather than getting from A to B. The team frames a clear gap in the assistive-navigation literature: almost all prior systems require pre-built maps or BLE beacon infrastructure, which is expensive and impractical to deploy in every shopping mall, museum, or station. The few map-less systems that do exist (PathFinder, GPT-4o demo, Snap&Nav, Seeing AI) are tuned for navigation to a known destination, not for the open-ended discovery that recreational exploration requires. WanderGuide combines a wheeled robot platform (CMU CaBot fork, 360° LiDAR, three RGB-D cameras, 1080p fisheye, motorised wheels) with real-time simultaneous localisation and mapping (Cartographer ROS), an autonomous waypoint detection algorithm that skeletonises the robot's cost map and clusters intersection points into navigable POIs, and a multimodal large language model (GPT-4o) that produces three selectable levels of scene description: detailed (3-4 sentences, lighting, signs, mood), balanced-length (2-3 sentences, key objects), and concise (1-2 sentences, navigation only). Users interact through five buttons in the suitcase handle (mode switch, speed up/down, description detail) and a long-press conversation mode that handles three intents: general queries, specific queries, and command queries (most importantly the Take-Me-There functionality that returns the user to a previously described POI). A formative study with ten blind participants in a museum and shopping mall used a Wizard-of-Oz robot to elicit design requirements, surfacing three user types (Exploration-Inclined, Intermediate, Destination-Oriented). A main study with five further blind participants in the museum evaluated the full prototype with Raw-TLX, System Usability Scale, and Likert items, plus a separate evaluation in which 56 professional museum guides rated 82 randomly sampled MLLM-generated descriptions.

Key Findings

The formative study identified three preference clusters — Destination-Oriented, Intermediate, and Exploration-Inclined — that drove the multi-level description design. The main study returned median Likert ratings of 6 or 7 on enjoyment, exploration ability, and willingness to use the system in both familiar and unfamiliar locations. SUS scores ranged from 72.5 to 90 (all above the 70 acceptability threshold), and Raw-TLX scores ranged from 15 to 28, well below the 26-48 typical range for assistive-tech studies, indicating that the system's autonomy did successfully offload navigation cognition. Usage patterns were highly individual: P12 spent 91.66 percent of time in auto mode, while P15 used manual control 21 percent of the time and conversation 20 percent; conversation queries split into general (asking what's nearby), specific (asking about a particular object), and command (Take-Me-There or direction-setting). MLLM error analysis on 164 auto-mode descriptions found 28.6 percent contained at least one error (wrong character recognition, wrong object recognition, non-existent objects); the figure rose to 60 percent for the more demanding conversation-mode responses. Museum-guide expert evaluators rated descriptions median 5/7 for naturalness and precision but only 4/7 for suitability as descriptions for blind people, indicating that off-the-shelf MLLM output still under-specifies named exhibits and shop identities. Participants strongly endorsed audio recognition as the next priority, since the museum's ambient sounds were a rich exploration cue the system ignored.

Relevance to Practice

For accessibility practitioners and researchers building indoor navigation tools, this paper stakes out an under-served design space: recreational, intent-changing exploration rather than turn-by-turn wayfinding to a fixed destination. The argument for map-less operation is pragmatically important — beacon and pre-mapped infrastructure simply will not be installed in every venue, so scalable accessible navigation has to come from on-board perception. The engineering contribution (cost-map skeletonisation plus DBSCAN clustering for autonomous POI selection) is straightforward and reusable. The user-experience contribution (three user-selectable description levels with concrete prompt designs included as appendices) is particularly transferable to AI-driven scene-description tools beyond robots, including smart-glass and smartphone apps. Limitations are that MLLM accuracy degrades sharply for specific object names and signage, the study sample is small (n=10 formative, n=5 main), the wheeled form factor cannot handle stairs or uneven terrain, and crowded environments were explicitly avoided. The paper sits within the broader Miraikan/IBM/CMU programme on AI-Suitcase-style accessible robotics and is best read alongside the Hata et al. delegation study and earlier CaBot deployments. Practitioners should note the paper's central design claim: configurability of detail and explicit support for intent change are first-order accessibility requirements for exploration, not nice-to-have polish.