D'Aundre Pryce-Pierre

Digital
Portfolio

   

Beacon

Creating an indoor AR-based navigation app for students visiting a new campus.

September 2018 - April 2019

My Role

Product Designer - Interaction Design, Visual Design, Userflows

The Team

Myself

Project Overview

Navigating around campus as a brand new student can be a very overwhelming experience, especially for those who haven't been on site before. Following my own design thinking framework, I was able to utilize my skills in research/design to properly conceptualize and scope the problem space.

context

Taking a look at the first year student experience.

primary research

Prior to starting my research, I wanted to know: How frequently do students use the maps and signage displayed around campus? & how long did it take to get familiar with the campus?

Taking a look at the first year student experience.

To start off this research and to get a better understanding of the problem space, I had sent out a survey to around 80-90 students to learn how they operate within their first few weeks on campus and what methods/services they would use to help familiarize themselves with campus.

Campus familiarity happened within a few days

It took 46.5% of students to figure out the campus in a few days, 39.4% a few weeks, and 14.1% a couple months.

Many students chose to wander

68.2% had wandered around campus until they got to their destination whilst 31.8% relied on a map.

Sample survey questions

image

To further supplement my research and understanding of the first year experience, I conducted in-person interviews with 8 first-year students, from varying programs. Taking all the insights from research and the participatory design workshops, I created a thorough user journey that highlights the average experience for new students.

User journey map

image

Here are two main highlights that I uncovered from my time interviewing first year students.

Lack of maps

Across campus there was a total of 12 maps. For a decently sized campus, that is an absurdly low number.

Insufficient directional signage

The signage around campus to help students navigate was very hard to decipher as there is lots of other posters, student art work, etc. plastered everywhere.

context

How might we help students explore campus?

the challenge

How might we help students explore campus?

What can I do to make the process of exploring campus less intimidating and more intuitive?

With the insights I had gained from my research, I had more of a solid understanding of my users’ needs and what their pain points were. I have found that many students during their first year at Sheridan College managed to get their way around campus by wandering around and/or by asking fellow students for directions. Some students who had utilized these methods had varying degrees of success and lack the confidence in traveling the campus by themselves weeks and sometimes months later. My primary goal moving forward is to reduce the process of trial and error when exploring and to help them gain the confidence to explore campus on their own.

Issue #1

How do we streamline the experience of navigating campus as a new student whilst making it fun and interactive?

Issue #2

How do we eliminate external distractions for students whilst they are making their way to their next class?

context

Laying out the information architecture.

What can I do to make the process of exploring campus less intimidating and more intuitive?

To help me navigate how students can have a more reliable travelling experience whilst on campus, I have decided that a navigation based app would help alleviate the issues highlighted. to layout a flow inwill navigate the app and explore some its features, I had made a simple user flow to get some ideas down.

Application architecture

image

What can I do to make the process of exploring campus less intimidating and more intuitive?

Once the user flow was laid out, I began with roughly sketching out the user interface. This was done so that I could quickly get my ideas down without having to worry about the high-fidelity. I started with low-fi prototypes and tested them quickly with some willing users to hash out and refine the overall experience of the application.

Example wireframes

image

Sample user testing feedback

image

What can I do to make the process of exploring campus less intimidating and more intuitive?

To help me navigate how students can have a more reliable travelling experience whilst on campus, I have decided that a navigation based app would help alleviate the issues highlighted. to layout a flow inwill navigate the app and explore some its features, I had made a simple user flow to get some ideas down.

Improve usability & accessibility

A few users had issues with the verbiage and how the experience would handle certain features such as starting up the AR experience and utilizing the object scanning feature.

branding

Memorable & fun with a bit of "POP"

What can I do to make the process of exploring campus less intimidating and more intuitive?

To help bring this concept to life, I had spent some time developing a brand identity. I went through many iterations of logo designs, colours, typography, voice. Finally, I had settled on the name 'Beacon' as beacons are used to help people identify where they need to be (duh).

Logo explorations

image

Brand style guide

image

Sample design library

image
primary research

Prior to starting my research, I wanted to know: How frequently do students use the maps and signage displayed around campus? & how long did it take to get familiar with the campus?

final designs

An effortless experience

Time to delve into the designs

Below is a brief walkthrough of the different features that users are able to experience whilst using the application.

Onboarding screens

image

The homepage

The homepage is very minimal as it can allow users to easily navigate through the app without disrupting the AR experience.

Homepage

image

Destination selection

The destination page is where students can select where they would like to go on campus, it could either be a classroom, restaurant or a service. Users will be prompted to select a wing followed by a room number or name of a service or on campus restaurant.

Classroom selection

image

AR Experience

Once students have finished inputting their destination info, they will then be prompted to scan their environment to launch the AR experience. The purpose of this is to determine if the environment is suitable enough for the experience.

The AR experience

image
conclusion

Key takeaways

What I learned from this project

End to End Processes

With this project I learned a lot about what it takes to design a product from the initial conceptualization to the final prototype.