
Research
Design
Shreyas Patil
Pranavi Chitti
Vinaya Naikar
Yinan Xu
Qualitative and Quantitative Research
(interview, prototype testing, survey distribution and analysis)
Experimental Research and Design Proposal
(A/B testing, analysis, design ideation)
User Research and Design Implementation
(Persona creating, journey mapping and visual identity development)
Users were frustrated with the user interface and experience of AR navigation apps, desiring a better overall experience
Users often lost awareness of their surroundings, resulting in near-collisions with objects and even other people
In order to tackle these pressing issues, I decided to create a more cohesive application design that helped in providing a better indoor navigation experience using Augmented Reality.
The application design featured implementation from previous academic research and versions of AR navigation applications that were in widespread use during the rise of AR applications.
Design System
Necto Mono
The login screens and landing page were added to create a more personable experience for the userbase, especially for the institution that they would be a part of.
Location selection, navigation screen and using the minimap
In situations where markers weren't placing correctly on points across the path, users could view the minimap, containing the location, destination and path selection menus, as well as providing distance and potential number of steps for the journey
Users were frustrated with the user interface and experience of AR navigation apps, so we created a fully customizable navigation experience that includes users of a variety of backgrounds to enjoy the experience of indoor navigation. Furthermore, the settings includes periodic vibrio-tactile and audio feedback that allows users to constantly notify them.
I was made familiar with a large number of concepts in user experience research and design, however these were what I believe, some of the most important ones:
Qualitative Analysis
Understanding the subjective needs of a user, comparing and finding common opportunities of improving a product was a very fulfilling experience for me, particularly because it helped me understand the amount of user interaction that is necessary with the research and design teams to improve on the existing product
User Journey
While creating a hypothetical set of users and understanding their emotion whilst navigating through the application, creating a user journey with user-specific actions was extremely beneficial as it gave me a deeper understanding of how would a hypothetical customer react after using my application without having to request for actual human participants for study before creating the application itself
Learning from unusable data
Sometimes, even unusable data gave us an understanding of where we could have improved in our limiting parameters whilst collecting participants for the study, improvising the data collection process as how much would the participant give and how to use said unusable data in the analysis and documentation processes.