Walk of Architecture
User Experience • App

Tasked with developing a hybrid web app for an interactive walking tour experience, Walk of Architecture came to fruition to showcase Melbourne’s rich architectural history dating back to 1845. Not only will users learn about Melbourne's history and architecture, they will be tested on their knowledge of Melbourne to navigate to the locations while also being guided through the app.

Problem

The target market included individuals or small groups, all genders, young adults between the ages of 18-32, living primarily in Metropolitan Melbourne or regional Victoria, low-high socioeconomic status, a curious mind and have a relatively active lifestyle. There is an assumption that the audience has pre-existing knowledge about Melbourne, possessing a basic understanding of the city’s landmarks, streets and culture as this will help users answer the quiz, although it won't be detrimental using the app without this knowledge.

The following objectives were determined:

  • ‘Treasure hunt’ type of story
  • Use of riddles or clues to find locations
  • Use of either audio, text, or video for riddles, clues or questions
  • Input guess of location or select from a multiple choice to confirm next location
  • Provide walking time estimates, allowing users some flexibility to take breaks
  • Prompts for time-sensitive locations utilising push notifications or vibrations
  • Before/after photography overlay utilising augmented reality (AR)
  • Short stories and facts about locations through audio, text, video or AR
  • Provide additional activities available at certain locations
  • Allow customisation of colour theme on app
  • Educate users about architecture and history

Solution

Tours would involve a quiz using either riddles, clues or questions in the form of text, audio, images or videos to guide users to the next destination, in some cases, users may have to input answers into the app to confirm the location or select the correct answer from a range of answers. When users arrive at a location, they will be given short stories or facts. In addition, through augmented reality, they will be supported with imagery which could include ‘before’ photos that can be overlaid onto the present day through the phone’s camera. At applicable locations, users will also be notified of extra activities they could participate in, e.g. Eureka Skydeck, guided tours, concerts etc.

Overview of Figma prototype



A high-fidelity prototype was developed in Figma to conduct user testing prior to developing the hybrid web app. User testing was conducted with users between the ages of 19-28, with a good to excellent understanding of technology, all with an interest in design and with varying interests in architecture. This was also the first time using Figma's Smart Animate, resulting in some lag and frustrated users when switching between screens.

Users were instructed to complete 4 tasks:

  • Start app
  • Turn off files permission
  • Begin journey called “Melbourne History”
  • Leave 3 star rating

Through the user testing, the following Issues were identified:

  • Observations of participants suggested lack of realisation on how to exit Immersive Experience
  • Map style lacked colour to differentiate from the rest of the UI
  • Verbalisations showed evidence of frustration when attempting to use the settings sliders

Lag during user testing as a result of Figma's Smart Animate

The next stage involved developing the app as a hybrid web app by using jQuery and integrating Mapbox for geolocation features. The video below demonstrates the hybrid web app in use.


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