
Haudgo!
Project Overview
Project Information
Project Type
Group Project
Duration
3 Months
The challenge presented to our group focuses on creating an experience to educate and inform anyone about indigenous and first nation stories and history in contrast to what is taught through the education system.
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The project aims to create a mobile application named "HaudGo!" that provides an interactive experience for users to learn about indigenous and First Nation stories and history in a respectful and engaging way. The application will feature augmented-reality technology that allows users to experience a walking tour that highlights stories from primary sources.
Team
Hania Khawar: Researcher, Interaction Designer
Aliyah Ishmail: Head of Digital Design & Executive Editor
Mya Certossi: Project Head & Communications Manager
M'Kai McLachlan: Researcher, Product Designer
Vanessa Lin: Product Designer & Videographer
Alexi Froese: Product Designer
Overview
Content Inventory, Card Sorting, Tree Testing, Site Maps, Wireframes
Tools

Project Scope
Concept Statement
HaudGo! is an interactive project that aims to educate people about indigenous and first nation stories and history. It involves creating a mobile app accessible to anyone with a cellphone that features a walking tour using augmented reality. The tour highlights five stories told from primary sources and incorporates images, voiceovers, and film from people of indigenous communities, with the goal of educating people about important cultures and communities such as Six Nations, Wahta, and Akwesashne in a respectful and engaging manner.
Competitive Analysis
IndigiTRAILS, Sweetgrass AR, and AR in the Village of Islington are products that function similarly to what the client envisions. However, they are centralized in specific areas (Calgary, Edmonton, and Etobicoke respectively), which opens the door for a product solely for Brantford and its surrounding areas. Each product has its own unique feature: Sweetgrass AR allows users to visit art installations to receive information, AR in the Village makes users visit huge murals, and IndigiTRAILS has multiple trails with various art pieces.

Content Required
The content needed for the HaudGO! app is divided into different categories, including indigenous history and culture, visuals such as maps and photos, AR technology, user research, and ethical considerations. Research will be conducted on the Haudenosaunee Confederation Council and Global Solutions from Six Nations Council, and public buildings and spaces that offer free wifi will also be identified for accessibility. The team will need to research physical locations in Brantford to ensure they are accessible for all users.
UX Plan
The group will use the design process to create the HaudGo! application, starting with defining and understanding the topic and creating a how might we statement. All members will research AR and indigenous topics and collect data from target users through interviews. They will gather inspiration for the app's design and create a color palette, typography, icons, symbols, and logo. The team will create low-fidelity prototypes and transfer them into medium and higher-fidelity prototypes and iterations. Finally, all members will design and create different sections of the final design, working together to create the final product.
Research
The research study aims to understand the needs, wants, and expectations of potential users to create an effective app. The user-centered research approach is adopted to gather detailed information about the target audience. The information collected was used to create visual maps and guide the content creation and design process.
Research Purpose
Research Methods
Primary Research: To help us identify our user’s personal experiences and pain points, we conducted various interviews, wizard of Oz testing, and usability testing with 15 participants. We increased the fidelity of our prototypes from low to medium to high after testing them. We did a competitive analysis. We compiled sources of research and technological applications of AR products. The study helped avoid unintentionally copying another product and carve out a niche for the client's product. We also did secondary research.
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Results
The research showed that the majority of participants had little knowledge about local indigenous communities, indicating an opportunity for HaudGo! to educate users. Participants preferred interactive and engaging content, and there was a lack of desire to seek information on indigenous culture, which HaudGo! addresses through badges and the ability to explore the physical environment.
Target User
The main primary user for our application which are information seekers in Brantford. Other users consist of people seeking information specifically Exploratory and A.S.K Anomalous State of Knowledge on stories about Haudenosaunee history in Brantford, Students in the downtown area, as they are already information seekers, as well as tourists in the area who come and learn about Brantford history.
Mapping Tools
The team used UX Mapping Tools to better understand their users and their behaviors. They created an empathy map, journey map, and two personas based on user interviews and research. These tools help the team create a user-centric design and develop a deep understanding of their users to meet their needs and expectations effectively.
User Empathy Map
The group created an empathy map based on user research to understand users' say, think, feel, and do. Users said that information could be interesting, but it should be presented in an engaging way. Users' seeking behavior is exploratory, and they have difficulty maintaining focus due to information overload.


User Journey Map
The group created a journey map for the app HaudGo! based on user research and an empathy map. The journey was divided into six steps and focused on the user Charlotte, a 19-year-old student. The map revealed that the highest point of satisfaction was learning information and receiving a badge. One journey map was created as the two personas had similar needs and pain points. Design implications were determined based on user actions, observations, and pain points, including safety features and helpful interface tools.
Personas
The personas were created based on the empathy map, journey map, and primary user research. Charlotte represents a student living in Brantford who needs engaging and interactive information to maintain her interest. Arthur represents a tourist visiting Brantford who needs reliable historical information that is respectful towards the indigenous communities and allows him to explore the environment. Both personas help to create user-centric design implications for HaudGO!.


Usability Testing
Our Goals
Goal A- Ensure users can identify clickable/unclickable interactions
Goal B- Understand if users are engaged with content and material
Goal C- How easily can users adjust/view their settings and accessibility
Goal D- Understand where are users experiencing difficulties and how they find help
Usability Testing Plan
The study conducted usability testing with a diverse set of participants using a think-aloud protocol and structured set of questions to gather rich data. An informed consent form was given to participants prior to the study. Metrics collected included time on task, task success, error rate, satisfaction rating, learnability, Net Promoter Score, and ease of use. I also conducted a heuristic evaluation and compared the effectiveness of the application for individuals with and without experience. NPS was used to gain insight into marketing practices. Participants were asked to report any errors they noticed and any problem areas.
Prototyping
The prototype process is crucial in the development of a digital product, as it helps refine design and functionality to meet user needs. This involves creating various prototypes, from simple sketches to high-fidelity mockups, to refine and test the app's design. The final product is the culmination of this process, representing the team's efforts to create a high-quality digital product that provides a good user experience.
Experimental Scenario
To understand how users interact with a product, usability tests are conducted where participants go through different user scenarios. Metrics such as time on task, task success, errors, and input are collected to identify usability issues or pain points. Three scenarios were conducted, including creating an account, reading about a landmark, and turning off notifications, to gain insights into the user's experience. By collecting metrics during these scenarios, designers can improve the product or service, making it easy to use and providing a positive user experience.
Low Fidelity Protptye


Medium Fidelity Prototype
Test Results 1
The usability testing showed a high level of functionality with few errors encountered. Participants suggested improvements such as adding a sign-in option, making the correct map clearer, and better labelling of the map. Some participants suggested adding little characters and fun colors to make the application more engaging. Others suggested including a quiz before receiving incentives, without being stressful or annoying. These suggestions provide valuable feedback for improving the application further.
Before Edit

After Edit

Test Results 2
In the second usability testing, participants provided suggestions for improving the design and usability of the application, including adding the avatar to the map, changing logos on the "what to do" page, and improving medium fidelity prototyping. Participants recommended starting the application with the "what do I do" page, improving the reward system, using a collectibles gallery, and adding more color to the application. The test results provide valuable feedback for enhancing the user experience and improving the application's design.
High Fidelity Prototype
Before Edit

Test Changes from High Fidelity Prototype
The high-fidelity prototype was improved based on user testing feedback. Changes included adding a back button and clearer login info on the sign-up page, adding signifiers for AR interaction, using toggles instead of setting buttons, and turning icons into clickable buttons on the "What Do I Do" page. Participants enjoyed the trivia aspect, and the team chose a simpler font for better readability and accessibility.
After Edit

Final Design


Physical Fidelity Prototype

Along with developing the application, we also got the chance to construct the actual station that users would use to scan and unlock content on their phones. It includes a number of functions, including tying the app to the outside world, offering rewards, and promoting it to onlookers. Utilizing boxes supplied by the school and crafts supplies we already have on hand made it less expensive as well.
How the App works
Usability experiments provided valuable insights into user experience and helped identify areas for improvement in the design. Results were used to make necessary adjustments and move through the design thinking cycle. The team recognizes the importance of learning from these experiments and will use the feedback received to improve future designs. Usability experiments will continue throughout the design process to ensure that designs meet user needs. Overall, the experiments were instrumental in creating a better user experience and achieving design goals.
