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AR.SCAPE

BRIEF

Inspired by the Louvre Palace and Museum, I observed how diverse architectural styles can coexist in harmony. It struck me that many people simply pass by these spaces without truly understanding and appreciating them. My goal is to inspire users to venture outdoors, fostering a deeper appreciation for the architectural wonders around the world.

Opportunity Statement:
By leveraging advanced technology, we can enhance the learning and exploration experiences for users, introducing and expanding their knowledge of various architectural features and the historical significance of the buildings they encounter during their travels.

CLIENT

AR.SCAPE

TIMELINE

10 weeks

CATEGORY

UX Research

UX/UI Design

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AIGA Pin-Up Show UX/UI Winner

American Institute of Graphic Arts | May 2024

INITIAL RESEARCH

ANALYSIS OBJECTIVES

How might we give users more control during their exploration?

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2. COMPETITIVE ANALYSIS

Both Pokemon Go and Pint Please aren’t architecturally focused but have similar features and goals that I wanted to incorporate into my design.

Educate

How might we use modern technology to enhance the learning and exploration experience

Customize

How might we enable users to customize their travel itinerary to suit their preferences

Gamify

How can we attract a younger audience and encourage group participation

Community

How might we build a platform to inform and cultivate an architectural community

HOW MIGHT WE GIVE USERS MORE CONTROL DURING THEIR EXPLORATION?

GAMIFY

EDUCATE

How can we attract a younger audience and encourage group participation

How might we use modern technology to enhance the learning and exploration experience

COMMUNITY

CUSTOMIZE

How might we build a platform to inform and cultivate an architectural community

How might we enable users to customize their travel itinerary to suit their preferences

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5. SURVEY INSIGHTS

I developed a survey to inform my design decisions before creating low-fidelity prototypes. The survey primarily focuses on tour experiences, sharing strategies, and gaming preferences. Here are some key insights:

  1. Google Maps is the most popular platform for trip planning.

  2. There is a strong preference for self-guided tours, allowing participants to explore at their own pace. As a result, I included an accessible AI chatbot to enhance this experience.

  3. Most participants enjoy playing games with both family and friends, leading to the integration of team-based gaming.

  4. Badges are the most appealing gaming incentives.

  5. Many participants take photos as keepsakes, prompting me to include an option for creating a visual collection or gallery.

6. LOW-FIDELITY PROTOTYPES

I developed low-fidelity prototypes for usability testing that wouldn’t distract users with colors or images. This approach allowed them to concentrate on the system and its functions, providing me with clearer feedback on the interface's usability.

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7. USABILITY TESTING

My primary focus was on navigation, recall ability, and user preferences.

  1. Understanding the App: Users struggled with grasping the app's concept, indicating a need for more informative onboarding.

  2. Refine "Scan Nearby Buildings" Feature: Suggested adding motion to enhance the user experience.

  3. Upload Existing Images: Introduced the option to scan existing images of buildings by allowing users to upload from their photo gallery.

  4. Incentives for Non-Travel Users: Noted a lack of motivation for users unable to travel, suggesting the addition of more relevant topics to engage them.

8. USER JOURNEY

I designed an ideal user journey to map interactions, driving design decisions that aligned with user expectations. This process revealed key improvement areas and offered a clear framework for communicating the user flow.

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10. AI STORYBOARD

  1. Deborah is traveling to the Louvre museum with a deep curiosity about the design of the buildings.

  2. As she sits scrolling through Instagram she finds an ad about AR.SCAPE and downloads the app.

  3. After going through onboarding and setting up her account she uses the map to get to the Louvre Museum.

  4. Deborah holds her phone up to scan the Louvre Museum and the app identifies the building.

  5. She receives an architectural description and shares a link with her husband.

  6. They both have headphones on listening to the description at the same pace while walking around the site together.

FINAL PRODUCT

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WHAT'S NEAR ME?

Use the interactive road map to plan your route ahead of time or in real-time, allowing you to explore nearby buildings and structures. Once the map scans your location, you can adjust the parameters—expanding or narrowing your search range—and scan again to refine the options based on your preferences. This feature ensures you can easily customize your experience to discover exactly what you're looking for in the area.

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SCAN & IDENTIFY

Point your phone camera at a historically significant building. The app will scan and identify the building, providing access to its architectural description and historical background. You can choose to read, listen, or ask questions in the AI chat box for more.

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SCOUT FEATURE

Complete scavenger hunts across the site or visit a set number of buildings to earn badges and rewards. Scan a QR code or share a link to invite friends and family to join the fun. When using your camera to scan, the outlines appear red until the photo is identified, at which point they turn green.

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​SITE MAINTENANCE

After your visit, the app optionally offers the chance to rate your experience, leave a review, and make a donation to help support the maintenance of the architectural site.

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IN CONCLUSION...

In conclusion, adjusting features based on survey responses and usability testing has been both insightful and challenging. The feedback provided valuable guidance for enhancing user experience, but implementing these changes required careful consideration to ensure that each modification improved the app's functionality without overwhelming users. 

Upon reflection, I realized I may have been overly ambitious, particularly since users often felt less inclined to engage with the app while at home or not traveling. Consequently, I reduced the number of pages and narrowed my focus to align the app more closely with user needs during travel. Given more time, I would aim to design a more comprehensive app that engages users in all contexts.

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1. STORYBOARD SKETCH

​After identifying these five key features of my app, creating an initial storyboard helps me visualize the ideal user flow, making it easier to highlight crucial moments and transitions in the user journey.

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3. PERSONAS + TARGET AUDIENCE

Deborah is my primary persona and was used to give my usability testing participants a clear reference point for understanding the target user's needs, goals, and challenges, helping them engage more effectively with the app during testing.

The target audience is 18-35-year-old travelers who are curious and culturally inclined, eager to deepen their knowledge of architecture during their outings.

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