Pages & Pathways

An innovative geolocated mobile game, that takes place across the Greater-Western Melbourne area. Featuring a unique art-style and custom Figma interactions, Pages & Pathways promotes tourism in the region and encourages physical activity.

Pages & Pathways

An innovative geolocated mobile game, that takes place across the Greater-Western Melbourne area. Featuring a unique art-style and custom Figma interactions, Pages & Pathways promotes tourism in the region and encourages physical activity.

Pages & Pathways

An innovative geolocated mobile game, that takes place across the Greater-Western Melbourne area. Featuring a unique art-style and custom Figma interactions, Pages & Pathways promotes tourism in the region and encourages physical activity.

Pages & Pathways

An innovative geolocated mobile game, that takes place across the Greater-Western Melbourne area. Featuring a unique art-style and custom Figma interactions, Pages & Pathways promotes tourism in the region and encourages physical activity.

Pages & Pathways

An innovative geolocated mobile game, that takes place across the Greater-Western Melbourne area. Featuring a unique art-style and custom Figma interactions, Pages & Pathways promotes tourism in the region and encourages physical activity.

Pages & Pathways

An innovative geolocated mobile game, that takes place across the Greater-Western Melbourne area. Featuring a unique art-style and custom Figma interactions, Pages & Pathways promotes tourism in the region and encourages physical activity.

12 Weeks

Figma

Figma

Solo Project

Discovery 🔬

Pages & Pathways is targeted towards adults aged 25-45, who are often looking for new experiences and adventures in their surroundings. This demographic, including both men and women, is known for being curious explorers. The app is designed to cater to their adventurous spirit by offering an engaging, interactive experience filled with rewarding challenges and incentives, uncovering hidden gems in their local area.

Focus Groups

To better understand the target audience for my application, I conducted a focus group with three participants aged 18-30. This session provided valuable insights that will be instrumental in designing a user-centered mobile app, ensuring it aligns with user needs and preferences.

Thematic Analysis

A thematic analysis and affinity mapping of the focus group transcript revealed several key insights. Participants overwhelmingly preferred mobile apps that offered challenging experiences, as these were more effective at holding their attention. However, navigating map-based applications ('Maplications') while walking proved difficult for many users. Apps that were overly simple, repetitive, or lacked variety were often perceived as boring and unrewarding. On the other hand, providing adjustable difficulty levels increased engagement. Notable pain points included a lack of consistency in gameplay and feeling overly restricted by app limitations. These findings will inform design improvements for a more user-centric experience.

Discovery 🔬

Pages & Pathways is targeted towards adults aged 25-45, who are often looking for new experiences and adventures in their surroundings. This demographic, including both men and women, is known for being curious explorers. The app is designed to cater to their adventurous spirit by offering an engaging, interactive experience filled with rewarding challenges and incentives, uncovering hidden gems in their local area.

Focus Groups

To better understand the target audience for my application, I conducted a focus group with three participants aged 18-30. This session provided valuable insights that will be instrumental in designing a user-centered mobile app, ensuring it aligns with user needs and preferences.

Thematic Analysis

A thematic analysis and affinity mapping of the focus group transcript revealed several key insights. Participants overwhelmingly preferred mobile apps that offered challenging experiences, as these were more effective at holding their attention. However, navigating map-based applications ('Maplications') while walking proved difficult for many users. Apps that were overly simple, repetitive, or lacked variety were often perceived as boring and unrewarding. On the other hand, providing adjustable difficulty levels increased engagement. Notable pain points included a lack of consistency in gameplay and feeling overly restricted by app limitations. These findings will inform design improvements for a more user-centric experience.

Discovery 🔬

Pages & Pathways is targeted towards adults aged 25-45, who are often looking for new experiences and adventures in their surroundings. This demographic, including both men and women, is known for being curious explorers. The app is designed to cater to their adventurous spirit by offering an engaging, interactive experience filled with rewarding challenges and incentives, uncovering hidden gems in their local area.

Focus Groups

To better understand the target audience for my application, I conducted a focus group with three participants aged 18-30. This session provided valuable insights that will be instrumental in designing a user-centered mobile app, ensuring it aligns with user needs and preferences.

Thematic Analysis

A thematic analysis and affinity mapping of the focus group transcript revealed several key insights. Participants overwhelmingly preferred mobile apps that offered challenging experiences, as these were more effective at holding their attention. However, navigating map-based applications ('Maplications') while walking proved difficult for many users. Apps that were overly simple, repetitive, or lacked variety were often perceived as boring and unrewarding. On the other hand, providing adjustable difficulty levels increased engagement. Notable pain points included a lack of consistency in gameplay and feeling overly restricted by app limitations. These findings will inform design improvements for a more user-centric experience.

Define 📖

Persona

We used our findings from the discovery phase to construct a primary persona that would help us make informed design decisions throughout the project.

User Journey Map

A user journey map was created based on the existing Altor application, outlining pain points and opportunities.
By putting ourselves in the user’s shoes, we pinpointed where we could improve the interactions and amplify the overall satisfaction.

Problem Statement

We shaped the following problem statement using the data we gathered from our interviews and secondary research.

"How might we design an app that is easy-to-use and minimalistic, enabling to respond to security breaches quickly and efficiently"

Define 📖

Persona

We used our findings from the discovery phase to construct a primary persona that would help us make informed design decisions throughout the project.

User Journey Map

A user journey map was created based on the existing Altor application, outlining pain points and opportunities.
By putting ourselves in the user’s shoes, we pinpointed where we could improve the interactions and amplify the overall satisfaction.

Problem Statement

We shaped the following problem statement using the data we gathered from our interviews and secondary research.

"How might we design an app that is easy-to-use and minimalistic, enabling to respond to security breaches quickly and efficiently"

Define 📖

Persona

We used our findings from the discovery phase to construct a primary persona that would help us make informed design decisions throughout the project.

User Journey Map

A user journey map was created based on the existing Altor application, outlining pain points and opportunities.
By putting ourselves in the user’s shoes, we pinpointed where we could improve the interactions and amplify the overall satisfaction.

Problem Statement

We shaped the following problem statement using the data we gathered from our interviews and secondary research.

"How might we design an app that is easy-to-use and minimalistic, enabling to respond to security breaches quickly and efficiently"

Ideation & Design 💡

Brainstorming

We utilised our problem statement and began our ideation stage by conducting a lotus brainstorm, exploring key areas in which our design solution needed to succeed. We also employed Crazy 8s, a tried and tested method for coming up with a large range of ideas in a short amount of time. Lastly, we challenged ourselves to come up with the worst possible solutions as a way to reverse engineer effective solutions.

Wireframes

Our early wireframes focused on simplifying the existing app’s layout, emphasising thumb-friendly interactions, and easy access to key features. We stripped down unnecessary elements and restructured the layout to reduce cognitive load, ensuring users could navigate the app without any issues.

Rapid Prototyping

Like the countless steps Edison took to invent the lightbulb, our designs were tested time and time again, addressing user feedback along the way. Every adjustment, test, and refinement brought us closer to our final design solution.

Ideation & Design 💡

Brainstorming

We utilised our problem statement and began our ideation stage by conducting a lotus brainstorm, exploring key areas in which our design solution needed to succeed. We also employed Crazy 8s, a tried and tested method for coming up with a large range of ideas in a short amount of time. Lastly, we challenged ourselves to come up with the worst possible solutions as a way to reverse engineer effective solutions.

Wireframes

Our early wireframes focused on simplifying the existing app’s layout, emphasising thumb-friendly interactions, and easy access to key features. We stripped down unnecessary elements and restructured the layout to reduce cognitive load, ensuring users could navigate the app without any issues.

Rapid Prototyping

Like the countless steps Edison took to invent the lightbulb, our designs were tested time and time again, addressing user feedback along the way. Every adjustment, test, and refinement brought us closer to our final design solution.

Ideation & Design 💡

Brainstorming

We utilised our problem statement and began our ideation stage by conducting a lotus brainstorm, exploring key areas in which our design solution needed to succeed. We also employed Crazy 8s, a tried and tested method for coming up with a large range of ideas in a short amount of time. Lastly, we challenged ourselves to come up with the worst possible solutions as a way to reverse engineer effective solutions.

Wireframes

Our early wireframes focused on simplifying the existing app’s layout, emphasising thumb-friendly interactions, and easy access to key features. We stripped down unnecessary elements and restructured the layout to reduce cognitive load, ensuring users could navigate the app without any issues.

Rapid Prototyping

Like the countless steps Edison took to invent the lightbulb, our designs were tested time and time again, addressing user feedback along the way. Every adjustment, test, and refinement brought us closer to our final design solution.

Final Design Solution

Final Design Solution

The Pages & Pathways prototype was a success, effectively capturing the interest of the target audience through its engaging, interactive design. The implementation of complex Figma variable-interactions allowed for a dynamic user experience, enhancing the app’s functionality and flow. The challenging mini-games kept users motivated and immersed, while the captivating visual design created a unique and memorable aesthetic. Overall, the prototype resonated well with the audience, combining stimulating gameplay and a visually appealing interface to deliver a rewarding experience.

The Pages & Pathways prototype was a success, effectively capturing the interest of the target audience through its engaging, interactive design. The implementation of complex Figma variable-interactions allowed for a dynamic user experience, enhancing the app’s functionality and flow. The challenging mini-games kept users motivated and immersed, while the captivating visual design created a unique and memorable aesthetic. Overall, the prototype resonated well with the audience, combining stimulating gameplay and a visually appealing interface to deliver a rewarding experience.