Augmented Reality Campus Social App
My Role: UX research and design
Timeline: Fall 2018 - Spring 2019
Scope: Literature Review, User Requirement Interview, Competitive Analysis, Interactive Prototype Design, Usability Testing, Design Iterations
This is an independent master thesis project from research, design to validation.
Observing that college students generally have a low sense of community, I wanted to create a bridge between physical space and people's thoughts and memories. My solution is an augmented reality social app on campus.
Enhancing on-campus experience through an augmented-reality social app for students to share memories, tips, and meet new friends.
Phase 1 - Research
What are college students currently lacking?
I conducted 2 stages of user requirement interviews with full-time undergraduate students on campus to better understand their current frustration in campus life.
I find out that most students long for social activities and friendly interactions on campus, and currently feel lack of those experience. There is a need to improve sense of community on campus.
- Initial Stage - 16 undergraduate students - covered all aspects of campus life including social, navigation, and the history of campus
- Second Stage - 6 undergraduate students - dived deeper to one aspect of frustrations through conversational dialogue
2. Literature Review
Facts about building a sense of community campus:
1. The first barrier is campus size (Atwater et al. 2001).
2.“Common experiences" are necessary (Carnegie, 1990).
Atwater, T., Meaborn, D., Gosetti, P., &Manns, D. (2001). Maintaining student’s sense of community in a multiversity.Academic Exchange Quarterly, 5, 83-95.
Carnegie Foundation for the Advancement ofTeaching. (1990). Campus life: In search of community. Princeton, NJ: Author.
Proposed Product Solutions
Utilize augmented reality technology on personal device to create connections between physical campus to memories, emotions, and information.
Phase 2 - Design
According to Donna Lichaw's book The Users' Journey, all users experience stages from "exposition" to
"falling actions". By examining user journey, designer can find product opportunities that best serve the users.
- Challenge of Meeting New Friends
- Challenge of Navigation
In order to explore the interactions between users, I created 2 swimlane diagrams. Each diagram consists of two actors who play different roles during product usage.
Agile User Stories - defining product scopes, features, and interactions
"As a student, I wish to... so that..."
- Get informed about clubs and events, so that I can make friends via similar interests
- Engage in friendly interactions with others, so that I can fulfill my social life
- Connect to students in a bigger scope, so that we can share from each other
- Explore campus history, so that I know why being a member of school is special
- Navigate through campus easily, so that I feel more at ease on campus
These conceptual models can help me organize the content throughout the interface.
A low fidelity sketch exploring different layouts and arrangement of contents, including grids and placement of interactive elements.
Common experience based on information sharing. Housing information, tips for taking a specific class, cafe discount... it is a community space for all students.
Tied to a physical space on campus, footprints present someone's memory, capturing the moment with embedded photo and captions.
Users can add footprints and tips by pressing the "pencil" icon.
Compose a footprint
Based on user interests in profile, recommended events are shown in balloons form. When interested to an event, students can click into details. Students then can tell the system whether they like or dislike the recommendation.
After they decide to join, students have the option to meet new people. Just go to the specified meetup spot and say the party name.
4 ways to access to an event
1. AR balloons
2. Balloon shortcut on the top right corner
3. Calendar icon in the dock
Instant AR Game
Students can enjoy small AR game with others. Whether to team up with friends or find new teammates, the game will promote friendly social interactions as well as exploring campus more. The players can check game progress and leaderboard.
A New Way to Navigate
Import class schedule and go!
Phase 3 - Evaluation & Usability Testing
Recruited 8 full-time undergraduate students for in person 45 minutes usability testing.
- Perception of the feature
- Usability of the interface
- Quantitative: completion time, behavior observations
- Qualitative: difficulty rating, likelihood to recommend others, increment of sense of community on campus prior and after the test
Goal oriented. I asked participants to imagine a scenario, providing them goals and input data, and allowed participants to conduct tasks based on their interpretations of goals.
- You had a great time hanging out on the lawn. Compose a footprint to share.
- You are 5 minutes late to psychology class, but you cannot find the classroom.
- Update your interests to receive the most tailored event recommendations.
The average sense of community rating increased by 188.46% compared to the initial evaluation, and all participants were willing recommend the app to a friend. The results can be found in the table below.
For each task, the researcher recorded the task completion rate and time spent, and analyzed the average across all participants. The behavioral measures, such as wrong keys hit during the process were also recorded.
What I Learned
1. Add other types of feedback such as haptic, sounds in addition to visual.
2. Provide tutorial pages or bubbles for the first timers, explaining app features like footprints, balloons, and tips. In addition, tutorials can utilize sounds, haptics or animation to help users in more complex tasks such as game play.
3. Less is more. Utilizing automation as much as possible instead of asking user input . Some example below:
a) The app should include class schedule automatically in search results, instead of asking students whether or not to include it.
b) Instead of asking detailed information regarding interest preference for the purpose of event recommendation, the app could utilize artificial intelligence to modify events recommendation students’ choice of “show me more similar events” or “don’t show me events like this anymore”.
c) To simplify the event recommendation process even more, the AI technology could learn to recommend more events like this by taking into consideration what events the user collects.If the technology is efficient, then step (b) above could be discarded.
4. Avoid using similar icons. In the event detail page, there were both the “like” icon to inform system for more similar recommend, and the “star” icons to collect the events. If the system can learn what users like from tracking collected events, the actions of liking can be discarded.
5. Icons needed to be tested. The design decision is to only keep the icon to keep the UI clean, so that the users can focus more on the environment. As a result, the icons should be easy to understand and need many testing to ensure their validity.
6. User flows should match users’ mental model. The users should be given choice whether to go to team chat directly or close the instruction window and start finding animals right away, or incorporating “edit interests” flow in the event page, so that users can learn the relationship between interests and event recommendations, and take actions as needed.