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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