Green Spot

[UX/UI Design]

[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.

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

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]

100%
83%
67%

used geolocation apps on a daily basis

found geolocated apps useful in discovering new places

used geolocation apps for social and entertainment purposes

[Key Findings]

Clean and simple interface for easy navigation

Social feature to connect with family and friends

Discover new places through the app

[Common User Needs from Qualitative Analysis]

Target Users

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

How the User Interacts

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

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.

[Wireframe of Main Screens]

Hi-Fidelity Iterations

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

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

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

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.