The Design Discussion!

The Design Discussion!The Design Discussion!The Design Discussion!
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The Design Discussion!

The Design Discussion!The Design Discussion!The Design Discussion!
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AR app:

GIRLS ARTIFICIAL REALITY  ECOLOGY RECORDING AND JOURNALING APP.  

The AR app is designed to help women learn more about ecology while in the field.


Problem: It is difficult to access ecology knowledge in the field without a teacher present.  


Role: Product Designer

Incl. Strategy, User Research, Interaction & Visual Design, Prototyping & Testing.

Try the mid- fi prototype here.

Prototype Video

Background to the design

  

The mainstay of the app is a journal for the user to record ideas, drawings and photos.


The second most important part of the app is the AR function. This is an educational feature that will allow the user to learn about ecology topics such as trees, butterflies etc. It will be an interesting, novel way for young women and teenagers to learn about science. Making use of the lidar camera feature in Apple products rather than goggles, it will make AR more accessible.

The Design Process

The design of the Ecology AR App targets a person who is interested in learning about the environment and conservation. It is human-centred with a focus on the environment. Design thinking is often called Human-Centred-Design. I have followed the well known Human-Centred-Design process to develop this app, it is shown in the diagram above and as detailed by the HPI (Hasso Plattner Institute).

Persona

The two persona's were based on general research and also user specific goal based interviews.

The two persona's were based on general research and also user specific goal based interviews.

It was discovered that older women who loved gardening also liked to know the ecological terms for plants.

User Research & Understanding the problem

How important is protecting the environment to you personally? 

Answers from Europeans:

Europeans attach significant importance to protecting the environment.
Europeans overwhelmingly say protecting the environment is important to them personally, 96%.  53%, say it is very important and 41%, say it is fairly important. 

Find out more

Youth Want to Learn More!

  

The UN Environment’s Clean Seas Campaign has a campaign in 76 countries, representing a combined network of over 250,000 schools and 56 million young people worldwide. Young people are highly exposed to Environmental Education and want to learn more.



84% of the surveyed young people agree that they need more information to prevent climate change.  

Find out more

Rough Design Ideas

These are my rough sketches and ideas for the design

I tried to get as many ideas down on paper as I could.  I decided I would edit my design down to a Minimum Viable Product (MVP) at a later Stage.

Affinity Diagram

Here I gathered data for the affinity map from all my user research, during my general studies, the Focus Group and things I had stumbled on during the creation of the rough sketches, the lo-fi prototype & the usability tests.  This fed into the Customer Journey to give an overall picture of what the end-user would be interested in and require in the app.  There were a lot of enhancements so I decided to record all of them and revisit ones that were too complex to implement this iteration in future updates to the App.  

Affinity Diagram Main Research Findings

11% - Reasons to Use the App

9% - AR Tool Development & Personalisation

9% - AR Tool Development & Personalisation

Users wanted an app like this to use while doing field research or just exploring in nature; so it needs to be available on a mobile phone anywhere.

9% - AR Tool Development & Personalisation

9% - AR Tool Development & Personalisation

9% - AR Tool Development & Personalisation

Users said they would definitely use this feature if it meant they could access specific species information and improve their knowledge of ecology.


8% - Integration with Social Media

9% - AR Tool Development & Personalisation

8% - Integration with Social Media

Users said a massive selling point for this app would be the ability to share files and photos on social media as this is the main form of communication for Gen Z.  

8% - Writing

8% - General User Group Traits

8% - Integration with Social Media

This part of the app was considered by the focus group as a journal or a place to keep calendar appointments etc. or to draw in using their iPad and pencil.

8% - General User Group Traits

8% - General User Group Traits

8% - General User Group Traits

The main user group for the app are outdoor nature lovers.  They want to be able to explore nature and learn about it at the same time.

Customer Journey Map

This is all the research documented in a way that highlights areas that the end user has difficulty with or issues with. 

Main Customer Journey Pain Points

1. General User Group Traits

The main issue for users is a tool that works in nature.  They need something handheld that can access ecology info even in remote locations.  The ability to access remote rural networks like 3G/4G and where available 5G is important.

2. Synching Devices & Use Internationally

An important feature of this app is that it can be used across devices.  Users want to use the app on their iPad and on their mobile.  They also need to be able to use it internationally.  The design should include this flexibility.

3. Test in Real Habitat

The app prototype needs to allow the user to test the Lidar Camera to get the full AR experience.  This means that perhaps the AR/Lidar camera section of the app needs to be built first ( the Minimum Viable Product of the feature) so it can be tested in a habitat.  The journal and other aspects of the app can be prototyped in a regular prototyping tool.

4. Maps & GIS

Integration with  Special Area's of Conservation (SAC) and other protected habitat areas is  important for users.  This would have to be investigated in terms of existing GIS digital resources that could be synched with so that the most up to date and scientifically accurate data is curated for the app.

5. Writing

This issue ties in the synching of devices many users said it was very important they could use the app on their iPad when they were at home after their exploration or field work.  They would want to write up their experiences and information from the day and would need the iPad with the drawing feature to document/draw/write about their findings.  Designing a mobile responsive app is imperative.

6. Integration with Social Media

It does not have to be part of the Minimum Viable Product but Social Media sharing abilities seem to be important for the users and it could increase the popularity of the app with younger users.

7. Future Developments

Saving files to the Cloud would be a future development that would ensure large files don't hamper the app performance but building the AR camera and journal are the important first steps to get right.  File size may be an issue but this can only be tested when the first prototype is built.  Also to increase the audience a design for an Android device with a Lidar camera would also be a future development.

the overall navigation flow of the app in simple 2-D format

The Minimum Viable Product (MVP).
Main product functions: Notepad/Journal & AR App.

Tasks to do: Photos/Writing & AR habitat recognition, species lists.

Information Architecture for the MVP

Mood board and visual design

Typeography

Two fonts have been chosen.  Ink Free, suggests a handwriting effect to add to the feel of a journal and Century Gothic has been used in different weights to add variety and also clarity/legibility.  In its italic form, it is used for scientific Latin names which is a  convention to

distinguish these names from other text or normal text.

Floral Design & Icons

A secondary floral theme within the app complements 

the icons hand-drawn style.

Mood Board

Colours to resonate with bee and pollinator lovers!

uSABILITY tESTING

The Questions:

1) I created a usability test with 10 separate questions and several steps or parts within each question, 


2) The questions and prototype were developed and deployed online for a remote usability test, 


3) Specific testers were recruited based on the key persona attributes: 


  • Female,
  • Interested in nature/outdoors,
  • Wants to learn about science & ecology,


4) The usability tests were recorded and analysed, a clip is shown.  

Usability Test Questions Here

Analysis of Usability Test Results:

The analysis was conducted in 3 stages:


1) The Issues were recorded and prioritized,

2) For each problem recorded during the usability test, one or more solutions/ideas were generated,

3) Next, these solutions were ranked based on the solutions effectiveness, complexity and cost-benefit (where applicable),

4) Some of the design updates are detailed below.

UX ENHANCEMENTS FROM USABILITY TESTS AND RESEARCH

I  tried to make the AR Library navigation clearer.  I placed a label on it so users can understand what the + does.

I created more screens to update the prototype in order to use the app to recognise specific species using Artificial Reality functionality.  Here a Sycamore tree is identified and details on it displayed.

I updated the copy so it is easier to understand. I updated the colour scheme to make it easier to read.  I also changed the typography.

I did the same thing for the Calendar screen shown here.  I added micro-copy to the + button and also the word Add to the Date:

Conclusion and Future Plans For aPP

Key Outcomes & Results

Key Outcomes & Results

 A final high-fidelity prototype will be included here soon, based on the feedback from the usability tests.  After that, the next step is to actually code the app, probably in Swift for iOS.  Once the app has been coded it will be usability tested again or a UAT (User Acceptance Testing) will be carried out.  The aim is to submit it to the App store so it can be used as a recording tool.  I will also include micro-animations like the loading screen above - to delight the users! 





Key Outcomes & Results

Key Outcomes & Results

Key Outcomes & Results

  •  Users are very open to using AR technology from a scientific perspective.


  • The user demographic ranges from teenagers right the way through to retired women who enjoy nature and want to learn more on their walks.


  • The typography and colour contrast are important and issues with them are not always picked up during user testing.  The user is less likely to say they are having difficulty reading the headings than spend time quietly just trying to figure out what each label says.  Using an online continuity and contrast checker for my colour scheme and typography made sure that my designs were within the standard accessibility range.  I made updates to the AR screen colours to ensure I was within acceptable readability and navigation levels. 


  • The future developments are important so iteration on the design will be key to making it a real success.





What I Learnt

Key Outcomes & Results

What I Learnt

  • Design an app that is highly mobile and must provide cover in remote locations all over the world.


  • Users of all age groups are open to using AR if it means it can help them learn and be more knowledgeable about ecology.


  • Getting the AR Lidar camera working is an important part of the prototype because users really need to see how it could work in a natural habitat.  Working on a prototype simulation of an AR camera feature or building a MVP of the AR camera is the main starting point for this design.


  • Appealing to females means the tool can be designed with a more feminine colour scheme.  This could be changed in the future if it had a wider market but keeping the niche market for the moment makes the app easier to design.


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