SOLO Project · UX Research & Product Design

WANDERLENS

An augmented-reality field guide that turns an ordinary hike into a layered, social, slightly game-able adventure — designed and researched end-to-end as a Human-Computer Interaction thesis.

Role
UX Researcher & Designer (solo)
Scope
Research → Prototype → Evaluation
Tool
Figma
WanderLens splash screen with the brand mark over a misty forest

The Problem

Hiking apps got really good at the GPS dot. They never got good at the rest of the trail.

Three sketches: an easy A-to-B map, a confused hiker at a trail sign, and a note nobody left behind

→ For new hikers, unfamiliar trails feel more intimidating than inviting

High-Level Goal

Design an AR-First companion for the trail, not the screen

Three sketches: intuitive wayfinding, shared trail discoveries, and light gamification

→ Help people explore with confidence while keeping their eyes on nature

Why this matters

Three minutes into any new trail

This is the moment WanderLens is designed for — not the trailhead, not the summit, but the uncertain middle.

01 / Trailhead — new trail, no familiar signs02 / The fork — right turn? bird call? mark it or move on?03 / The drift — without answers, the hike becomes about finishing, not experiencing

WanderLens turns that uncertainty into the most interesting part of the walk.

Brand & Visual Identity

Building a mark that means three things at once

Before a single screen was wired up in Figma, WanderLens needed a visual language that felt as comfortable on a trailhead signpost as it does inside an AR overlay.

Three chevrons, one idea

The mark is built from three nested, descending chevrons — a deliberately ambiguous shape that reads as a mountain ridge in profile, a canopy seen from below, and the switchback bend of a trail, all at once. That ambiguity is the point: it lets one symbol stand in for the product's three pillars without needing three separate icons.

  • The point — direction of travel. The same downward arrow shape reappears literally as the AR guidance arrow inside the app.
  • The three layers — AR Navigation, Community Content, and Gamified Learning: the three objectives stacked into one form.
  • The moss green — new growth, never the deep, settled green of the wordmark, so the mark always feels slightly in motion.
Light Background
Dark Background

Brand Colors

Moss

#7E9A2E

Primary actions, the AR arrow, anything that means "go."

Forest

#2F4428

Wordmark, navigation chrome, the colour of trust.

Sage

#E7E6D3

Calm backdrop — "fog on the trail." Used behind achievements.

Amber

#F2901A

Gamification only — badges, streaks. Never a primary button.

Paper

#FBFAF4

Default surface — quiet enough that photos and AR stay the hero.

Typography

Display — Muli

WANDER

Geometric and a little blunt — the same directness as a wooden trailhead signpost. Used for headlines and big numbers only.

Body — SF Pro

Navigate trails

Quiet and legible. It needs to disappear into the background on a 12km hike, not compete for attention.

Brand & Visual Guidelines

Curious, not clinical

Educational AR overlays are framed as a discovery you just made, never a data sheet you're forced to read.

Encouraging, not gamified-to-death

Badges and points motivate younger users without turning the trail into a leaderboard for everyone else.

Local, not generic

Trails are named and geotagged to real places — Siegerlandhalle, not "Trail #4" — because specificity builds trust.

Research Phase

Reading the literature before drawing a single screen

Fourteen academic sources, a three-app competitive teardown, and a 200-person survey shaped every decision in the prototype that followed.

01

Literature Review + Competitive Analysis

Run in parallel to ground every feature in existing evidence.

02

Figma Design Phase

AR, community, and gamification features built into a clickable prototype.

03

Guerrilla Testing + Interviews

5 impromptu tests, then 5 semi-structured interviews across a 49-year age range.

AR in Outdoor Navigation

  • AR + GPS overlays measurably improve wayfinding (Singh et al., 2022).
  • Location-based AR storytelling boosts engagement and recall (Nóbrega et al., 2017).
  • Game-like AR exploration increases children's interest in nature (Sørensen & Kvaløy, 2024).

Risk: battery + GPS drift → WanderLens optimizes AR rendering and works offline.

Gamification & Engagement

  • Competency, autonomy, and social interaction drive AR motivation (Li et al., 2022).
  • Real-time feedback and presence improve immersion (Marto & Gonçalves, 2022).
  • Public-space AR gamification raises social interaction (Noreikis et al., 2019).

Risk: reward fatigue → seasonal challenges & evolving leaderboards.

Community-Driven Content

  • Participatory AR lets communities shape shared spaces (Clarke, 2021).
  • Knowledge mobilization strengthens digital community engagement (Biljon, 2020).

Risk: misinformation → verification, expert review & upvoting.

Competitive teardown

AppStrengthGap
AllTrailsDeep trail database, strong review systemNo AR — purely map & review based
ViewRanger"Skyline" AR waypoint overlayBasic AR, weak social/community layer
WikitudeFlexible, powerful AR dev platformNot hiking-specific; needs heavy customization

No existing app combines AR guidance + community content + education in one platform. That gap became the brief.

What 200 hikers actually wanted

85%

Ease of navigation

Top priority — intuitive AR directions that blend in rather than overwhelm.

78%

Interactive content

Wanted AR that teaches them about flora, fauna, and trail history as they walk.

65%

Community interaction

Wanted to share discoveries and trail recommendations with other hikers.

Survey, n = 200 frequent hikers & outdoor users

Socio-informatics principles applied

Community Building — shared trail discoveries build connection
Technology that facilitates shared experience builds genuine community bonding (Doe & White, 2023) — the foundation for WanderLens' geotagged, user-contributed content.
Inclusivity — designed for access from day one
Accessibility research (Lee & Kim, 2024) shaped the commitment to voice navigation, high-contrast visuals, and scalable text from day one — not as an afterthought.
Design Phase

From research findings to a clickable Figma prototype

Every screen below answers a specific gap surfaced in the research — built for simplicity and accessibility first, AR spectacle second.

01

Getting in, getting oriented

Deliberately quiet — onboarding shouldn't compete with the AR moments to come.

Brand entrance

Brand entrance

The misty forest backdrop and mark double as both a loading screen and a first impression.

Sign in

Sign in

One filled button, one outline. Kept boring on purpose.

Explore

Explore

Trail cards lead with a photo and the stats AllTrails buries: rating, difficulty, distance, time.

02

AR Navigation — the feature every interviewee named first

From a familiar map metaphor into a fully overlaid camera view.

Trail detail

Trail detail

Length, elevation, and time read like a spec sheet, not marketing copy.

Route preview

Route preview

A familiar satellite map before the hiker commits to "Start Navigating."

Live AR guidance

Live AR guidance

The floating arrow overlaid on the real path — "It's like Pokémon Go but for nature," P1, 22.

03

Immersive exploration & community content

The answer to "no centralized way to document and share discoveries."

Point-of-interest tag

Point-of-interest tag

A marker appears mid-trail when someone has left something behind to find.

Classic Raven

Classic Raven

Geotagged, user-uploaded content — "If I recorded a bird sound and someone else finds it, that's pretty amazing," P3, 16.

Community feed

Community feed

Trail stories sit alongside the people who told them — social proof, not a stats dashboard.

04

Gamification & progress

Built to motivate without becoming the point of the hike.

Achievements

Achievements

"Longest Activity: 14kms" — milestones framed as personal record, not competition.

Profile & journal

Profile & journal

Stats and saved trails live next to a build-your-own trail journal.

Saved tracks

Saved tracks

Bookmarking for the offline-first hikers who plan ahead.

12+

screens prototyped in Figma

Iterated, not shipped once. The prototype went through several rounds of usability refinement before evaluation.

Evaluation Phase

Testing the prototype on real hikers, not just paper

A guerrilla round to catch the obvious problems fast, followed by five semi-structured interviews built to stress-test the concept across a genuinely wide range of people.

Guerrilla Testing — 5 participants

  • Universal appeal: even the one non-hiker in the group still found the prototype engaging.
  • AR navigation was the clear standout feature across the board.
  • Community-building elements (finding others by shared trail interests) landed well.
  • Younger participants responded strongly to achievements and badges.

Suggestions surfaced

  • Offline map support, for areas with no signal.
  • Ability to add and share custom, user-created trails.
  • More immersive storytelling — blending AR with richer visual effects.

Five interviews, a 49-year age range

22 · Vietnamese · Environmental Science student58 · German · Retired Electrical Engineer16 · Pakistani · High School Student35 · Albanian · Logistics Manager65 · Indian · Retired Teacher
AR resonates across ages — "Like Pokémon Go, but for nature." 22, student
Community adds real value — "Someone finds my bird sound — amazing." 16, student
Gamification motivates — "Points would make me hike more." 55, logistics manager
Simplicity matters — "I'd stop and check if it's easy." 58, retired engineer
Offline is essential — "If it works offline, I'll use it every time." 66, retired teacher
AR as a learning tool — "Nature's guidebook, but cooler." 23, student
Socio-informatics Perspective

Every feature maps to a human need, not just a checkbox

WanderLens isn't only an AR app — it's a socio-technical system designed around four deliberate outcomes.

Community-Building — shared trail discoveries become collective memory
Inclusivity — voice, contrast, and scalable text open the trail to more people
Learning & Engagement — AR turns flora, fauna, and history into discoveries
Sustainability Awareness — challenges and rewards encourage eco-friendly hiking
Known Unknowns

Being honest about what's hard

An AR hiking app inherits constraints that a map app never has to think about.

1 Hardware dependency — fallback to standard maps on older devices2 Connectivity & battery — offline-first maps + lighter AR reduce energy draw3 User diversity — voice options, progressive disclosure, AR only when wanted4 Safety & privacy — transparent policies and user-controlled visibility5 Content moderation — verification, expert review, and community upvoting6 Cost & scalability — phased rollout, starting with one regional trail network
Future Scope

What comes after?

Short-Term

Validate at scale

  • Finalize prototype testing
  • Launch a public beta for real-trail trials

Mid-Term

Sharpen the AR

  • AI-powered AR object recognition for flora & fauna
  • Expand gamification with seasonal challenges

Long-Term

Grow the ecosystem

  • Partnerships with eco-tourism organizations
  • Wearable integration for hands-free AR navigation
Reflections & Takeaways

What this project taught me

01

Designing for a sense, not a screen

Success in AR isn't measured by UI polish — it's measured by how fast someone stops looking at the phone and starts looking at the trail. The interviews confirmed it directly: older participants wanted to "stop and check," never walk staring at a screen.

02

Research earns the right to design

Running the literature review and competitive analysis before touching Figma meant every AR, community, and gamification decision had a citation or a data point behind it — not just a hunch.

03

One interface, a 49-year age gap

Designing simultaneously for a 16-year-old who wants achievements and a 65-year-old who wants voice guidance taught me that inclusivity isn't a feature — it's a constraint that should shape every screen.

WANDERLENS

A solo Human-Computer Interaction thesis exploring how augmented reality can make local nature exploration more accessible, social, and worth looking up for.

PROTOTYPE ↗

Case study by Sohaib Bin Kamran · WanderLens HCI Thesis

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