Stepper

Stepper

Team
Team
Research
Design
Rohit Ramesh
Rohit Ramesh
Rohit Ramesh
Shreyas Patil
Pranavi Chitti
Vinaya Naikar
Yinan Xu
Duration
28 weeks
Timeline
Aug 22' - Mar 23'

Stepper was a mobile indoor navigation alternative designed to tackle the issues usually experienced by indoor navigation application users in educational institutions. This case study effectively displays the breakdown of the issues with augmented reality indoor navigation and how augmented reality can be improved with better design implementations.

Stepper was a mobile indoor navigation alternative designed to tackle the issues usually experienced by indoor navigation application users in educational institutions. This case study effectively displays the breakdown of the issues with augmented reality indoor navigation and how augmented reality can be improved with better design implementations.

Role on Team

Role on Team

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)

The Problem

The Problem

While augmented reality was presented back in 2019 as a viable navigation solution, its user base has seen a significant decrease since, especially due to its lack of indoor navigation implementations. As a team, out main goal was to then understand where are these implementations lacking. Individually, my goal was to present solutions existing within academic research as well as integrate those solutions into a user friendly, yet distinct design.

While augmented reality was presented back in 2019 as a viable navigation solution, its user base has seen a significant decrease since, especially due to its lack of indoor navigation implementations. As a team, out main goal was to then understand where are these implementations lacking. Individually, my goal was to present solutions existing within academic research as well as integrate those solutions into a user friendly, yet distinct design.

User Research

User Research

We performed interviews, surveys, and prototype studies across 65+ participants to help understand what was wrong with indoor navigation.

We performed interviews, surveys, and prototype studies across 65+ participants to help understand what was wrong with indoor navigation.

Target Demographic:

Target Demographic:

18-30 years

18-30 years

Stakeholders:

Stakeholders:

Students, Working Professionals

Students, Working Professionals

Key Findings

Key Findings

  • Over-immersion causes a general concern for user safety

  • Over-immersion causes a general concern for user safety

  • The location markers were placed randomly on the screen and repeatedly confused the participants
  • The location markers were placed randomly on the screen and repeatedly confused the participants
  • The location markers were placed randomly on the screen and repeatedly confused the participants

  • 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

The Solution

The Solution

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.

User Journeys

I crafted user journeys to immerse ourselves in the personas' experiences, enabling us to step into their shoes, unveiling crucial pain points, motivations, and expectations, providing invaluable insights for a user-centric design approach

Visual Design

Visual Design

With the hypothetical userbase in mind, I then set out to create the initial designs for the navigation application.

With the hypothetical userbase in mind, I then set out to create the initial designs for the navigation application.

Design System

The design approach was a more older depiction of futuristic design, choosing a vibrant color palette to support.

The design approach was a more older depiction of futuristic design, choosing a vibrant color palette to support.

Necto Mono
Necto Mono
Necto Mono
#4CDADA
#4CDADA
#4CDADA
Blue Diamond
Blue Diamond
Blue Diamond
Necto Mono
Necto Mono
Necto Mono
#006A6A
#006A6A
#006A6A
Dark Aqua
Dark Aqua
Dark Aqua
Necto Mono
Necto Mono
#000000
#000000
#000000
Black
Black
Black
Necto Mono
#FFFFFF
#FFFFFF
#FFFFFF
White
White
White

Wireframes

Wireframes were initially made to understand initial information architecture, user flow and express the hypothetical user's ideal journey

Login and Landing Screen

Login and Landing Screen

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

Updated settings and custom features

Updated settings and custom features

Updated settings and custom features

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.

User set notifications

User set notifications

User set notifications

Users often lost track of their presence in the physical environment, so a quick fix was to periodically set user-dependent notifications to remind users to be aware of their surroundings


Users often lost track of their presence in the physical environment, so a quick fix was to periodically set user-dependent notifications to remind users to be aware of their surroundings

What I learned

What I learned

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.

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