Creating a series of augmented reality team-building mini games

This case study is about how I designed an accessible and entertaining scavenger-hunt style augmented reality game for tablet users

Role

UX/UI Designer

Industry

Gaming and Technology

Duration

40 hours

Stack

Figma, Adobe Illustrator

Tasks

Concept Development, UX and UI Design, User and Task Flows, Wireframes and Mockups, Feedback Implementation, Accessibility Evaluation

Who I was working with

I was contracted for this project by Catalyst XR, an award-winning creative technology production company in Sydney. They deliver immersive experiences harnessing their expertise in Web XR, Virtual and Augmented Reality, Interactive Technology and XR Strategy. I supported the Creative Director by leading the UX and UI efforts for a series of 7 AR, scavenger hunt style, team building mini games.

Considering the principles of Augmented Reality

Designing for AR is similar to typical UX/UI design, however there are some specific principles a designer needs to take into account to ensure a seamless user centric and interactive experience. These principles focus on effectively integrating digital information into the real world, and emphasise enhancing user experience, environment awareness and intuitive interaction to ensure the technology doesn't detract from the overall experience.

Storyboarding and wireframing the gaming experience

The client worked with the Creative Director to finalise the objectives of the individual games; these were then handed over to me to map out, identifying the necessary user tasks, the game flow and the required UI with low-fidelity wireframes. The goal was to ensure that the steps of the game made sense from a user's p.o.v and to identify elements that would make the AR interface easy to understand and use, with minimal user instruction required.

Interaction and onboarding for the user

Some AR principles I needed to keep in mind during this stage had to do with user interaction and onboarding. AR experiences should allow for direct interaction with digital elements, such as touch and gesture control. New users should be guided through the AR experience with clear and concise onboarding instructions. It's also important to provide users with clear feedback and confirmation on their interactions and actions within the AR environment.

Conceptualising the aesthetic of the user interface

Once all 7 games had been mapped out and approved by the client it was time to think conceptually about how to make the games visually entertaining and engaging for the users. This is always my favourite part as I love designing with a clever hook or point of difference behind every project. It has a huge impact when you're trying to create a memorable product that brings delight to your user.

Initial concept - retro tech

My initial concept adopted a retro gamer tech aesthetic. I thought this was a clever twist given that these games rely on the ever changing and developing technology of augmented reality. I liked this concept of old meets new and thought it would be a fun, nostalgic hook for users, who grew up in this technological era. I'm always fascinated with what's trending in the world of design and noted that recently certain designers have moved away from super sleek, neumorphism user interfaces, to adopt a neo-brutalist approach which embraces raw, unpolished elements, geometric shapes and bold hard contrast colours - and I thought this would be a good opportunity to try it out.

Bringing the initial concept to life with some key wireframes

I always like to present a number of conceptual options to clients, but for the sake of this case study I'll just show this one initial retro-tech concept (note: we didn't end up going in this direction).

Pivoting when client feedback doesn't align with your vision

Sometimes as a designer you might put forward a concept that your client likes but doesn't think is quite right for them. And that's totally fine! I'm here to make the client happy and create experiences that will satisfy both their business and user needs. Being able to quickly pivot and iterate on design decisions is a must as a UX/UI designer - and that's exactly what I did in this case.

Another concept presented to the client took a more down-to-earth approach and more closely represented their company's style and existing branding. Not surprisingly, this was the direction the client favoured and it was agreed by all that this would be the best design to move forward with.

Designs for development and what I learned about augmented reality

Insight from Where In The World

Learning and Skill Development: AR can provide educational and skill-building opportunities through gamification. For example, players can learn about historical landmarks or science concepts as they interact with AR content relevant to their location.

Insight from The Portal

Blurring Reality and Fantasy: AR can blur the lines between reality and the game world, challenging players' perceptions of their surroundings. This can be a powerful storytelling technique, creating a narrative that feels integrated into the real world.

Handing over the user interface to development asap

A challenge with this project was the very minimal time available for the detailed design phase. It was more important to get this done as fast as possible, rather than for it to be perfect. There's a lot of experimenting that goes into the build, with development figuring out what's possible as they go along. So 'good enough' was the motto for this stage of the project. The 3D illustrator came on board during this stage to drop in their 3D objects, and then it was left to the very clever development team to handle the rest.

Insight from The Suitcase

Enhanced Immersion: AR creates an immersive experience by overlaying digital content in the user's real environment. This can make gameplay feel more engaging and real, as players interact with both the physical world and virtual elements simultaneously.

Insight from Sound Waves

Real-Time Interaction: Unlike traditional gaming, AR allows for real-time interaction with the environment. This dynamic can lead to innovative gameplay mechanics, where the game adapts to the player's surroundings and actions, creating a unique experience each time.

Insight from Dancing Meerkats

Social Interaction: AR games can encourage social interaction among players. For instance, this series of games had players exploring their surroundings, promoting physical activity (dancing) and social engagement when colleagues team up to compete.

Insight from Follow The Arrows

Location-Based Gaming: AR enables location-based gaming, which ties gameplay to specific real-world locations. This can lead to a more personalised and impactful experience, as players discover new places and engage with their environment in unique ways.

Physical Activity and Wellness: AR games often encourage players to move around and participate in physical activities. This gamification of exercise can promote a healthier lifestyle, making fitness more enjoyable and accessible.