Green Spot

Green Spot

[UX/UI Design]

[UX/UI Design]

[Geo-located AR Mobile Game] [2024]

[Geo-located AR Mobile Game] [2024]

Overview

A narrative-driven mobile game using simulated geolocation, AR, camera, and audio, where users explore ten Melbourne’s curated spots, collect ‘green stars,’ and unlock rewards while discovering sustainability initiatives.

Problem

Melbourne’s cafés, restaurants, and landmarks embrace sustainability, but users often overlook it — this project engages and educates through interactive experiences.

Overview

A narrative-driven mobile game using simulated geolocation, AR, camera, and audio, where users explore ten Melbourne’s curated spots, collect ‘green stars,’ and unlock rewards while discovering sustainability initiatives.

Problem

Melbourne’s cafés, restaurants, and landmarks embrace sustainability, but users often overlook it — this project engages and educates through interactive experiences.

Softwares Used

Figma

Adobe Stock

Adobe Illustrator

Theme

Sustainability

Food

Project Duration

12 weeks

Stage 01 :
Who we are designing for

Stage 01 :
Who we are designing for

I used focus groups to uncover user experiences with geo-location apps and AR, creating personas and storyboards to visualise interactions and guide improvements.

I used focus groups to uncover user experiences with geo-location apps and AR, creating personas and storyboards to visualise interactions and guide improvements.

[Focus Group Interview Results]

[Focus Group Interview Results]

Key findings in usage

Key findings in usage

100%
Used geolocation apps daily

100%
Used geolocation apps daily

83%
Used geolocation apps to discover new places

83%
Used geolocation apps to discover new places

67%
Used geolocation apps for socialising

67%
Used geolocation apps for socialising

Brief Requirements
Brief Requirements
User Needs
User Needs

Explore 10 Locations

Connect digital with real-world

Explore 10 Locations

Connect digital with real-world

Playing Incentive

Encourage user/s to participate

Playing Incentive

Encourage user/s to participate

Easy Navigation

Clean & simple interface

Easy Navigation

Clean & simple interface

Discover New Places

Explore different locations

Discover New Places

Explore different locations

Family Connection

Social feature to share & connect

Family Connection

Social feature to share & connect

Simulated AR

Create an immersive experience

Simulated AR

Create an immersive experience

[Common User Needs from Qualitative Analysis VS. Brief Requirements]

[Common User Needs from Qualitative Analysis

VS. Brief Requirements]

Target Users

Target Users

Melbourne locals and tourists aged 18–40 who enjoy uncovering new city experiences and actively supporting local businesses.

Melbourne locals and tourists aged 18–40 who enjoy uncovering new city experiences and actively supporting local businesses.

How the User Interacts

How the User Interacts

Visualising the user journey through storyboards and flow chart of interactions to reveal how the experience unfolds.

Visualising the user journey through storyboards and flow chart of interactions to reveal how the experience unfolds.

Stage 02 :
Design development

Stage 02 :
Design development

Turning insights into wireframes and prototypes, then refining them through observed behaviours and usability-test feedback to enhance clarity, flow, and usability.

Turning insights into wireframes and prototypes, then refining them through observed behaviours and usability-test feedback to enhance clarity, flow, and usability.

[Wireframe of Main Screens]

[Wireframe of Main Screens]

User Testing:
Design Evaluation

User Testing:
Design Evaluation

I conducted field testing on Prototype 1.0, gathering insights through pre- and post-test forms, observation, and participant feedback.


Using qualitative analysis and Jakob Nielsen’s 10 Usability Heuristics, I translated these findings into UX-driven refinements that shaped Prototype 2.0.

I conducted field testing on Prototype 1.0, gathering insights through pre- and post-test forms, observation, and participant feedback.


Using qualitative analysis and Jakob Nielsen’s 10 Usability Heuristics, I translated these findings into UX-driven refinements that shaped Prototype 2.0.

Stage 03 :
Final Design

Stage 03 :
Final Design

At the final iteration, I tested the prototype with a second focus group to assess the user experience. Their insights shaped future design recommendations.

At the final iteration, I tested the prototype with a second focus group to assess the user experience. Their insights shaped future design recommendations.

Stage 04 :
Reflection

Stage 04 :
Reflection

After completing the final prototype, I reflected on the end-to-end design process and how each research and testing method shaped the final outcome.

After completing the final prototype, I reflected on the end-to-end design process and how each research and testing method shaped the final outcome.

During development, I used Figma variables to create seamless interactions, like transforming green stars into collected ingredient icons, and experimented with animations, QR scanner slides and notifications drop, to enhance interactivity.


Insights from field tests, questionnaires, and focus groups informed my design decisions and updates. Overall, the app functions well, though the interface and visual design could be further refined with more time.

During development, I used Figma variables to create seamless interactions, like transforming green stars into collected ingredient icons, and experimented with animations, QR scanner slides and notifications drop, to enhance interactivity.


Insights from field tests, questionnaires, and focus groups informed my design decisions and updates. Overall, the app functions well, though the interface and visual design could be further refined with more time.

Let's create something awesome together.

Let's create something awesome together.