Given by an external client, our task was to use our semester to create a prototype that educates people about various indigenous nations, their land, and their history. We wanted to approach this project with respect and accuracy, as our client expressed the need for this app to benefit her community in a positive way.
As a team we chose to create an AR experience inspired by Pokemon Go, the experience would allow users to visit and scan location markers to gain information about the land's past, and earn rewards in the process.
To identify the target audience, develop an understanding of their behaviours and user journey, and discover potential competitors.
We conducted interviews with participants about their experience living in Brantford with questions like "What does a day in the life of a person living in Brantford look like for you?". We also asked which apps they use most commonly, how they go about searching for information, how they like their information presented, and their knowledge on local indigenous communities.
With the aim of creating something that can stand out in the market, we conducted some market research to gain insight on competitors.
Products like IndigiTRAILS and AR in the Village of Islington offer unique features but share a common goal: guiding users along trails to explore their environment through stories or art. In contrast, Sweetgrass AR provides information through visits to art installations. Since these products are tailored to their specific regions, we determined they aren't direct competitors. We chose to incorporate gamification carefully, ensuring it enhances the experience without detracting from the educational objective.
Based on the data analysis, we synthesized insights from interviews and observational analysis into an empathy map. Using these findings and past interview participants as a reference, we then developed a hypothetical user journey map.
We created user personas from our synthesized data to better understand our users, including their goals, pains, and needs.
Using our goals and synthesized data, we developed an early prototype of the client's vision and a preliminary mockup of the physical scanning station.
Building on our low-fidelity prototype, we developed a medium-fidelity version to refine our ideas. We introduced features like avatars and items to test their appeal to users. Here’s our first medium-fidelity prototype:
Based on usability test feedback, we refined several features and added quality-of-life improvements. Updates included a more informative map, clearer labels, replacing badges with collectible animals of local Indigenous significance, and adding quizzes before prizes to enhance the experience of exploring, learning, and collecting.
We also split the 'Help/Support' page into two screens: a 'Help' page and a 'What Do I Do' page to maintain user engagement. Additionally, we introduced a gallery for the collected animal badges:
Drawing inspiration from the client’s examples of the Wampum Belt—a physical representation of an Indigenous treaty—we began designing the logo and other UI and branding elements.
Our high-fidelity prototype includes a placeholder for the 'AR' station. We felt it was not our place to create an art piece representing a community outside our own, leaving the final design for the client to complete with art at their discretion.
For our presentation, we created a video showcasing the product, along with a slideshow detailing the entire process. Check out the video and explore the prototype through the button below!
Overall, I gained valuable experience and enjoyed collaborating with my teammates throughout the semester. I'm proud of our work and grateful for the opportunity to contribute to a project with the potential to benefit communities in the Brantford area.