Haimo AR App

Details of the Site
Details of the Site
Camera Mode
Camera Mode
Other site via Map
Other site via Map

Category:

Mobile Augmented Reality App Design

Client:

Haimo

Duration:

3 months

Approximately 7 minutes read

September 2019- December 2019

Project overview and goal

Hiamo is a Wellington based startup company looking at ways to use Augmented Reality (AR) to tell historical stories. Hiamo aims to teach people about history by sharing stories from the past. This is a relatively new area and Hiamo would need to learn more about what end users (people visiting the sites) and customers (site managers) would want from this technology. The project goal was to increase the app engagement and the user retention rate for the early adopters using the app.

My role and the wider team

I worked on the UX/UI side of things and the other members included a graphic designer, three software developers and the product owner.


Organisation big vision

To help users  learn and experience about New Zealand's historic sites by using latest AR technology and story telling techniques.

Design Process

We adopted the five day 'design sprint' technique. The Design thinking framework we followed was Double Diamond.


Double diamond

Discovery phase- Qualitative research

We conducted a survey to identify the user needs and goals to find pain points and opportunities. The responses to all the answered survey questions can be found here;


Survey questions

Some insights from the data

User goal

Users want to visit and learn about historic sites to relive and experience the historic events from the past.

Business goal

Identify, engage and retain early adopters to roll out the MVP and create initial user base.

User need statement

Chris is an avid traveller and a backpacker who has recently moved to Wellington, New Zealand and he wants to learn about the Kiwi culture  in order to appreciate history and learn from the past.

Outcome

We were successfully able to get the most important things that was required to proceed with the next phase;

  • Understanding  user group

  • User needs

  • Clear problem statement

Define phase

Based on the research and the user need statement we created persona and created user journeys


Persona

User Persona

Journey mapping

Journey mapping helped gain lots of insights and identify goals and users touch points.


Journey mapping

User journey


Affinity mapping

Affinity Mapping to create themes


Architecture

Information Architecture

Outcome

The Minimum Viable Product (MVP) is the solution with the least number of features in order for the product to be successful. From the affinity mapping insights, the MVP should have such features

  • Story telling aspect

  • Concise but informative onboarding

  • Visuals and easy to read navigation

  • Seamless and accurate AR experience

Design phase

Creating user scenarios


User scenarios

User case scenarios

Design features


MVP approach

MVP approach and features

Low fidelity designs


Low fidelity wireframes

Low fidelity images

User testing


User Testing

User testing and reflections

User Interaction and visual design

The below video demonstrates High fidelity screens of the dashboards


Deliver

The designs were handed over to the developers. The app's front end is created on flutter with Unity game engine.

Project learnings

One of the biggest limitations to this project was the time constraint. Due to the large scope of the app, there were only a few features that we could implement. This required us to prioritise and effectively estimate what we were capable of achieving in three weeks.

Thank you for reading!

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