My aim for this project is to leverage my UI/UX expertise to develop a design prototype from concept to completion. The objective is to inspire adventurous individuals to explore the Northwest Territories. Through an immersive virtual experience showcasing the region's natural beauty and informative content, users will be motivated to embark on a journey to the Northwest Territories.
While the NWT is known as one of the best places to see aurora, only a small percentage of Canada makes the trip up north. Few Canadians know what the “far north” has to offer and hold assumptions that don’t accurately represent the region.
According to the problem and research results, we proposed 10 solid ideas to the clients to build the product from 0 to 1. And, I’m proud that my idea-AR walking tour was selected by all the clients. To be more specific, we defined the solution with Agile Statement:
For young experience seekers
Who are looking for new experiences outside of their comfort zone
The product NWT walking tour
Is a AR experience accessible on smart phones
Which provides a glimpse into what the NWT offers during all seasons
Comparing to traditional tourism marketing such as digital and print material
Our product engages the user in a 3D environment
From 0 to 1, the team and I started doing research to find an optimal solution and potential market that can solve the defined problem. We summarized our primary, secondary and comparative research to the persona.
I crafted the initial user flow by synthesizing client specifications, internal team deliberations, and my research insights. The flow begins with a landing page accessed via a QR code, aligning with the team's decision to develop the product as a website for universal device accessibility, meeting the clients' diverse needs.
Before users embark on the web-based AR walking tour, I facilitated discussions with both clients and the internal team by presenting quick sketches of the process. This step allowed us to visualize and refine the journey, ensuring alignment with project objectives and user expectations.
After presenting and discussing with the clients for our 3 different versions of the initial UI Flow (Wireframe). We refined the ideas from these 3 flows into one, as showing in the wireframe.In this stage, we had a pivot and changed the direction to allow users experience the tour anywhere, which means in the their rooms, a park, or an office wherever they get the tour’s QR code. During the tour, users can understand what to do by an onboarding guide with simple instructions. Also, when they walk close to the elements, the green dot will light up to let users click its information.
After discussing the 1st UI flow with the clients, we added an onboarding process (tutorial) after the user land on the AR environment. The scenes and 3D elements also be made by the 3D modeller. The developer also build up the environment, 3D, and UI elements in VR on Unity.
The experiences current layout encourages the user to move in one direction in a 2m-by-2m space. Models may reside outside of the safe zone to create a larger-than- life experience. The user will start the onboarding within scene1 and walk through the scenes in sequence with the animal guide’s instruction.
To achieve a great user experience in AR setting, I researched the updated guidelines from Google, Apple, Unity, and other AR UX design articles. Below are the summaries for the key points we utilized in our AR walking tour. The developer built the AR environment and UI/UX elements based on the 2nd UX design and settle it up on Testfight.
The primary user test was conducted to understand how users feel about the AR experience and the app’s general usability. It was conducted primarily in person but did have additional tests outside of the space. It was moderated and included a semi-structured interview and lasted around 30 minutes.
The primary user test was conducted to understand how users feel about the AR experience and the app’s general usability. It was conducted primarily in person but did have additional tests outside of the space. It was moderated and included a semi-structured interview and lasted around 30 minutes.
I conducted the test in 3 main sessions with another UX designer in the usability test.
To complete the test the users finished with a post-test questionnaire asking them to reflect on the experience and its impacts.
*2 scenes from 9 of usability testing which the designers facilitated and observed when the users were exploring the AR experience. (the display of the photos were approved by the users)
In the user test, I and another designer took turns to be a facilitator and observer. With the notes, we conducted an activity to categorize with positive/negative feedback/observations and analyzed the result (with red dots showing priorities).
Considering the work units and the scale in this team, we implemented a KFC activity (Keep, Fix, Change) based on analysis to decide the items which can be input on the 2nd design. We also added a future column for the long-term plan.
For further development of the project, I refined the design based on the analysis and KFC. While making the iteration, I also did the AR design research again to build a better experience for users. The user test identified the following additional that would be beneficial to add in the future:
In the 2nd prototype, users sometimes cannot find the next scene properly but users also said they enjoy exploring the elements.Therefore, while the user lose track in 30 seconds, the navigation icon with its motion will show up leading them to the spot.
As per 3 users said they want to purely enjoy the scene, and considering the mobile screen is generally small. I aimed for letting users have control to explore more or fewer visuals in the tour.Thus, after users tap on a random place on the screen, all the UI displays will disappear. When they tap again, it will show up.
The model placement action is a very important part for the experience. We found 2 participants cannot understand the instruction even they read the whole guiding text seriously. I found the problem are:
After loading the product, it will suggest users move to a place with enough space before starting their tour. It also shows them a reminder in a clear play space. After users move their camera aiming at the floor, they will see the dots on the probable area and set the start point for the first model in the tour.
This test consists of the user using the app as normal while talking out loud as the facilitator observes. The facilitator should watch how the user goes through the onboarding, sets up the experience, manoeuvres through it and finally how they liked it.
The participants are then asked some post-test questions regarding the overall experience, the information they read and any pain points.
The largest uniqueness of AR UX is that if the designer has more knowledge of coding in Unity or Unreal, it would be much easier to design the experience. It’s especially for measuring the distance between virtual space and reality.
There’s a pivot in the initial stage because the clients had ethical concerns about NorthWest Territory’s culture and reset on other territories. If I can check this earlier with the client, the project can be move forward faster.
The final design cannot be built by the developer and verified with usability testing since the time limitation in merely 2.5 months. However, the 3rd design prototype and testing plan are ready for the later development.