FindUTM

FindUTM

FindUTM

Designing and creating a navigation app for UofT's campus

Designing and creating a navigation app for UofT's campus

Designing and creating a navigation app for UofT's campus

Roles: UX/UI Designer & Researcher (Team Project) Tools: Adobe XD, Indesign, Photoshop Skills: Wireframing, Usability Testing, User Observations Time: 12 Weeks

Roles: UX/UI Designer & Researcher (Team Project) Tools: Adobe XD, Indesign, Photoshop Skills: Wireframing, Usability Testing, User Observations Time: 12 Weeks

Roles: UX/UI Designer & Researcher (Team Project) Tools: Adobe XD, Indesign, Photoshop Skills: Wireframing, Usability Testing, User Observations Time: 12 Weeks

mockup of FindUTM

The Issue


Navigating a large, complex sprawl of land is often difficult for those unacquainted with the premises. This is particularly true on the campus of UTM, where first-year students and—due to the COVID-19 pandemic—latter year students alike have not yet gained a familiarity to the layout of the university.

Observing our Users


The goal of our observations was to understand how UTM students navigate the campus. We randomly observed twenty students in various locations, noting behaviors and interactions to identify potential navigational challenges. Notably, we also observed students without apparent issues to understand self-created solutions. Most observations involved individuals navigating alone, with some group instances categorized as single users due to similar behavior.


Insights revealed that the main challenge was navigating campus to find locations or people. Many students relied on their phones, while others used a trial-and-error approach, which induced discomfort and displayed signs of hesitancy and a lack of confidence.

Findings: Understanding our Users


Through our qualitative analysis of the observations conducted, three key themes have been identified:

Uncertainty about one's location

The use of a mobile device to address navigation issues

Seeking help from others to find a desired location

These themes aligned with the most common solutions employed by individuals:


1.

Trial and Error

2.

Asking for Assistance

3.

Using a Mobile Device

The Solution

These features listed below are focused on creating a user-friendly and effective navigation application based on the findings.


1.


Trial & Error


Implement a straightforward user interface to minimize the attention required, allowing users to focus on their surroundings while using the application.


2.


Basic Text & Call Features


Integrate basic texting and calling features within the application to enable users to contact others seamlessly, enhancing confidence in their navigational abilities.


3.


Ability to View Active
Students & Request their Location


Develop a feature allowing users to view currently active students and request their location, streamlining app usage, maintaining privacy, and addressing observed reliance on others for assistance.


4.


Ability to View Directions to a Selected Location


Enable users to view directions to a selected location, including a map with distance and estimated time, providing clear visual guidance and increasing user confidence in reaching their target location.

Ideating Designs


Our team had three versions of low and mid fidelity wireframes and three sessions of user testing.


Week 10


Streamlined location prompts to occur only during initial app opening, reducing redundancy. Navigation improvements included removing the 'return to menu' button and adding a home button for better visibility.

Week 11


Replaced the privacy icon with a clearer location/map icon, repositioned home and back icons to prevent accidental clicks, and introduced a 'request' button for friend requests to enhance user understanding.

Week 12


Ongoing refinement of navigation icons and repositioning of home and back icons to improve usability. Changes in messaging icons and new screens were introduced for clearer communication, especially for first-time users.

User Flow


This is a diagram that represents the possible options users can take and the flow for each option.

Testing


The usability evaluation protocol comprised three main parts: pre-testing questions exploring user familiarity with campus and navigational issues, interface scenario run-throughs assessing the main features, and a post-testing questionnaire for user feedback.

Summary of Testing Sessions: Testing sessions highlighted positive user feedback on the app's simplicity. Evolving prototypes addressed user feedback on consistency and button placement.















Branding


Final Design


mockup of FindUTM

The Issue


Navigating a large, complex sprawl of land is often difficult for those unacquainted with the premises. This is particularly true on the campus of UTM, where first-year students and—due to the COVID-19 pandemic—latter year students alike have not yet gained a familiarity to the layout of the university.

Observing our Users


The goal of our observations was to understand how UTM students navigate the campus. We randomly observed twenty students in various locations, noting behaviors and interactions to identify potential navigational challenges. Notably, we also observed students without apparent issues to understand self-created solutions. Most observations involved individuals navigating alone, with some group instances categorized as single users due to similar behavior.


Insights revealed that the main challenge was navigating campus to find locations or people. Many students relied on their phones, while others used a trial-and-error approach, which induced discomfort and displayed signs of hesitancy and a lack of confidence.

Findings: Understanding our Users


Through our qualitative analysis of the observations conducted, three key themes have been identified:

Uncertainty about one's location

The use of a mobile device to address navigation issues

Seeking help from others to find a desired location

These themes aligned with the most common solutions employed by individuals:


1.

Trial and Error

2.

Asking for Assistance

3.

Using a Mobile Device

The Solution

These features listed below are focused on creating a user-friendly and effective navigation application based on the findings.


1.


Trial & Error


Implement a straightforward user interface to minimize the attention required, allowing users to focus on their surroundings while using the application.


2.


Basic Text & Call Features


Integrate basic texting and calling features within the application to enable users to contact others seamlessly, enhancing confidence in their navigational abilities.


3.


Ability to View Active
Students & Request their Location


Develop a feature allowing users to view currently active students and request their location, streamlining app usage, maintaining privacy, and addressing observed reliance on others for assistance.


4.


Ability to View Directions to a Selected Location


Enable users to view directions to a selected location, including a map with distance and estimated time, providing clear visual guidance and increasing user confidence in reaching their target location.

Ideating Designs


Our team had three versions of low and mid fidelity wireframes and three sessions of user testing.


Week 10


Streamlined location prompts to occur only during initial app opening, reducing redundancy. Navigation improvements included removing the 'return to menu' button and adding a home button for better visibility.

Week 11


Replaced the privacy icon with a clearer location/map icon, repositioned home and back icons to prevent accidental clicks, and introduced a 'request' button for friend requests to enhance user understanding.

Week 12


Ongoing refinement of navigation icons and repositioning of home and back icons to improve usability. Changes in messaging icons and new screens were introduced for clearer communication, especially for first-time users.

User Flow


This is a diagram that represents the possible options users can take and the flow for each option.

Testing


The usability evaluation protocol comprised three main parts: pre-testing questions exploring user familiarity with campus and navigational issues, interface scenario run-throughs assessing the main features, and a post-testing questionnaire for user feedback.

Summary of Testing Sessions: Testing sessions highlighted positive user feedback on the app's simplicity. Evolving prototypes addressed user feedback on consistency and button placement.



Branding


Final Design


mockup of FindUTM

The Issue


Navigating a large, complex sprawl of land is often difficult for those unacquainted with the premises. This is particularly true on the campus of UTM, where first-year students and—due to the COVID-19 pandemic—latter year students alike have not yet gained a familiarity to the layout of the university.

Observing our Users


The goal of our observations was to understand how UTM students navigate the campus. We randomly observed twenty students in various locations, noting behaviors and interactions to identify potential navigational challenges. Notably, we also observed students without apparent issues to understand self-created solutions. Most observations involved individuals navigating alone, with some group instances categorized as single users due to similar behavior.


Insights revealed that the main challenge was navigating campus to find locations or people. Many students relied on their phones, while others used a trial-and-error approach, which induced discomfort and displayed signs of hesitancy and a lack of confidence.

Findings: Understanding our Users


Through our qualitative analysis of the observations conducted, three key themes have been identified:

Uncertainty about one's location

The use of a mobile device to address navigation issues

Seeking help from others to find a desired location

These themes aligned with the most common solutions employed by individuals:


1.

Trial and Error

2.

Asking for Assistance

3.

Using a Mobile Device

The Solution

These features listed below are focused on creating a user-friendly and effective navigation application based on the findings.


1.


Trial & Error


Implement a straightforward user interface to minimize the attention required, allowing users to focus on their surroundings while using the application.


2.


Basic Text & Call Features


Integrate basic texting and calling features within the application to enable users to contact others seamlessly, enhancing confidence in their navigational abilities.


3.


Ability to View Active
Students & Request their Location


Develop a feature allowing users to view currently active students and request their location, streamlining app usage, maintaining privacy, and addressing observed reliance on others for assistance.


4.


Ability to View Directions to a Selected Location


Enable users to view directions to a selected location, including a map with distance and estimated time, providing clear visual guidance and increasing user confidence in reaching their target location.

Ideating Designs


Our team had three versions of low and mid fidelity wireframes and three sessions of user testing.


Week 10


Streamlined location prompts to occur only during initial app opening, reducing redundancy. Navigation improvements included removing the 'return to menu' button and adding a home button for better visibility.

Week 11


Replaced the privacy icon with a clearer location/map icon, repositioned home and back icons to prevent accidental clicks, and introduced a 'request' button for friend requests to enhance user understanding.

Week 12


Ongoing refinement of navigation icons and repositioning of home and back icons to improve usability. Changes in messaging icons and new screens were introduced for clearer communication, especially for first-time users.

User Flow


This is a diagram that represents the possible options users can take and the flow for each option.

Testing


The usability evaluation protocol comprised three main parts: pre-testing questions exploring user familiarity with campus and navigational issues, interface scenario run-throughs assessing the main features, and a post-testing questionnaire for user feedback.

Summary of Testing Sessions: Testing sessions highlighted positive user feedback on the app's simplicity. Evolving prototypes addressed user feedback on consistency and button placement.

















Branding


Final Design


© Jasmine 2023