UX design for mobile indoor navigation



My Roles

  • Ideation

  • Led contextual inquiry and user research 

  • Designed wireframes, mid to high fidelity prototypes


 Sep.2019 - Dec.2019


2 Researcher, 1 Video editor, 1 designer


Figma, After Effects


This project aims at presenting an experience for easy indoor navigation in complicated building that we all might have found ourselves lost in sometimes.


This project started by the idea of finding the most frequent difficulties that students experience during their daily life in the campus. by conducting a survey and some user interviews we prioritized some problems. Also through the initial stages we found the potential of mobile AR apps as a potential solution.

We got deep into the user journey and take out the requirements for prototyping and tested prototypes with users. After two iterations and user testing, we found the results promising. 



We all had this experience of being in a new place and felt that we needed someone to help us find out where to go or what to do next.


isometric-white-question-mark- 1.webp

This problem appeared at the top of a list of problems that we asked students about. After conducting a survey and some user interviews we decided to provide a solution for this problem as the result of this project.

Project Process

 The following diagram represents this process concisely:



We came with a list of problems that we thought many students face with during their campus life experience. We conducted a survey with 3 goals in mind:

Rate the difficulty level of 5 tasks you usually experience in campus

Rate the preferred material type for understanding new information 

Rate the preferred method of finding information 

Survey Results

The survey asked students to rate difficulty level of some tasks and their preferred methods of dealing with those tasks.We received 46 responses.

results 2.png


The specific goal of our research is to find solutions and ideas to help students to find a room in a building easily. Through the process of the project, we actively engaged the target user population by conducting contextual inquiries and user testing to make informed design decisions.

Identifying users

The first step in research process is to realize who exactly we are going to design for. The following diagram represents all the potential users:

After further looking at the potential stakeholders that’ll be involved in this project, we plan to conduct research with Students.

Generative Research