Designing an AR App for Telus World of Science Guiding Discovery Through Play

Screenshot preview of Designing an AR App for Telus World of Science, Guiding Discovery Through Play

Introduction

In collaboration with Telus World of Science and Exlir Simulations, we built a mobile AR app for science centre visitors that supports real-time navigation, interactive exhibit engagement, and gamified exploration with built-in accessibility features.

Role

I contributed to research, user flow, wireframing, interaction design and testing. My role also focused on the technical aspect of the project, like 3D modelling and AR prototyping, to help build an engaging and accessible user experience for real-world visitor needs.

Course Name:
DESN 444: Interaction Design II
Timeline:
Sept 2024 – Dec 2024
Collaborators:
  • Chris Clarke

  • Sankalp Shrivastav

Skills:
  • UX Research & Testing

  • Visual Design

  • AR & Mobile Prototyping

  • Gamified UX

Tools:
  • Adobe Aero

  • Blender

  • Figma

The Problem Space

Visiting the science center is meant to be an immersive and exploratory experience, especially for families, children, and guests of all abilities. However, with so many exhibits, diverse visitor needs, and a dynamic physical environment, creating a cohesive, accessible journey across the space is an ongoing challenge. As a result, many visitors end up disoriented or frustrated, missing out on key learning moments and diminishing overall satisfaction.

Challenges

  1. Limited Accessibility Across Navigation and Exhibits

    Guests frequently get lost due to missing signs and unclear elevator directions. Inconsistent wayfinding forces reliance on staff and interrupts the visit flow, especially during busy hours.

  2. Confusing and Ineffective Map System

    Existing maps lack clarity and adaptability, making it hard for guests to orient themselves or locate exhibits. Without real-time guidance or accessible formats, visitors often get lost or miss areas entirely.

  3. Barriers to Hands-On Learning

    Younger visitors struggle with text-heavy content and may also cause concern to fragile displays. Limited interactive opportunities restrict their ability to explore concepts through play and experimentation.

  4. Low Engagement with Exhibits

    Static presentations and minimal use of new or interesting technology lead to reduced interest, especially among repeat visitors. The lack of dynamic, personalized interaction diminishes overall engagement and learning retention.

Problem Areas


The Solution

To address the identified challenges, we designed a mobile app that utilizes AR technology to enhance navigation and exploration at the science centre. Our solution integrates:

  1. AR-Assisted, Real-Time Navigation

    Guests can interact with the built-in map of their exhibit of choice and receive guidance through AR arrows, making it easier to locate exhibits, restrooms, and other key areas without confusion.

  2. Gamified Exploration with a Digital Stamp Book

    The app includes an interactive stamp system that encourages deeper engagement. Visitors collect stamps by interacting with exhibits, giving their visit a sense of progress, reward, and discovery.

  3. Built-In Accessibility for All Users

    With high-contrast visuals, audio narration, and simplified language, the app is designed to support a wide range of visitors, including children, seniors, and those with visual or sensory impairments.

Demo


Research Process

We visited the science centre for contextual research to understand visitor challenges and opportunities for AR and VR at Telus World of Science Edmonton. We received a tour and learned about key pain points and gaps in existing wayfinding and engagement tools. We constructed a user statement and a persona to help us work towards a solution.

Contextual Research

User Statement

"“As a visitor with a strong interest towards science, I want intuitive navigation and engaging interactive elements so I can focus on discovery without getting lost or bored.”"

Personas

Portrait of Charlie Stewart
Age:
13
Location:
Edmonton, BC
Occupation:
Student

"I like to create things that will amaze my classmates so that I can share my curiosity about science in a way that feels fun for everyone."

Goals:

  • Learn more about the solar system to finish her science fair project on time.
  • Prove how much she's learned while visiting the science centre.
  • Show she is responsible enough to explore without her mom.

Pain Points:

  • Tends to lose focus quickly, especially in environments with a lot of visuals.
  • Her phone has parental restrictions, which limit access to certain apps or features.
  • Feels uncomfortable approaching staff or unfamiliar adults for assistance.

Ideation & Design

During this phase, I collaborated with my team to reimagine the visitor experience at the Telus World of Science, using user research to guide our design decisions. I contributed across all areas of the project while also taking the lead on AR prototyping and 3D modelling:

  1. Developed and Prioritized Ideas Through Collaborative Workshops

    We explored multiple concepts through mind mapping, brainwriting, and a prioritization matrix. We identified the most impactful features to address navigation and engagement challenges.

  2. Mapped User Flows and Built Wireframes

    We created detailed task flows to visualize how users would interact with the app and translated these into wireframes that balanced simplicity with functionality.

  3. AR Integration and 3D Environment Modeling

    I focused on bringing the AR navigation feature to life using Adobe Aero to prototype object scanning and directional guidance. I modelled the science centre in 3D to support the app’s interactive map and spatial features.

Mind Mapping

Brainwriting

Task Flow

AR & 3D Models

Wireframing


Testing & Feedback

We conducted both pilot and on-site user testing to evaluate our prototype. Initial tests with friends and family helped us refine our design and interview process. At the same time, on-site testing at Telus World of Science with real users provided valuable insights into how the app performed in its intended environment.

Key Findings

  • "App was intuitive and required little guidance"
  • "Stamp book feature increased engagement, especially for kids"
  • "Accessibility tools like audio and simple text were well-received"
  • "Icons like AR and stamp book confused some users at first"
  • "Small text and lack of font options made reading difficult for a few"

On-Site Testing

Changes for accessibility

1. Manual answer input for stamp questions

App view of a phone camera scanning an exhibit and adding a digital stamp to the user’s stamp book.”

Before:

Users had to use their cameras to scan exhibits to answer stamp book questions. However, it also created a barrier for those with camera issues or visual accessibility needs, which may cause a missed interaction with the user.

App popup offering a ‘Type in Answer’ text field for accessibility or technical issues.

After:

To improve accessibility, we added a "Type in Answer" option directly below the scanner interface. This change provides a reliable alternative for users experiencing technical problems or physical limitations.

2. Added accessibility preferences for better usability

Our initial design of the science centre map without consideration for accessibility or technical issues.

Before:

Before our usability test, we didn't account for users with mobility aids like wheelchairs, strollers, or individuals with low vision or sensory sensitivity. Our current map makes it difficult for the mentioned users to use our navigation features. This created friction in how they moved through the space.

Accessibility Menu screen listing different accessibility options to tailor map visuals and routes.

After:

To address this gap, we introduced an accessibility menu where users can personalize their experience by selecting from several options to tailor the map visuals and routes. This helps meet individual needs, improving usability and inclusion from the start of their visit.


Final Mockup

Figma Design

Figma design preview


Reflection

This project highlighted the value of research-driven design when creating inclusive, interactive experiences for public learning spaces like the Telus World of Science. By addressing real visitor challenges through user testing and iteration, we created a solution that makes navigation and exploration more engaging and accessible for all ages.

  1. Designing for exploration and inclusion

    We focused on simplifying complex content, improving visual clarity, and integrating gamified learning to make the experience fun and intuitive.

  2. Initial and user research shaped every design decision

    On-site testing, interviews, and pilot studies revealed navigation pain points and engagement gaps, helping us design intuitive and purposeful features.

  3. Designing and wireframing for AR required new thinking

    Integrating AR into our prototype forced us to think differently than designing for websites and apps. We had to prototype with both screen-based and real-world movement in mind to ensure AR felt intuitive.


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