XPLR aims to leverage help young tourists discover landmarks, cultural sites and plan their visits in new cities -through Photos, videos and interactive AR experiences

XPLR

The Problem

It is often a struggle to plan and explore cities in a meaningful way. Even though there are tools like guidebooks, they hardly provide any form of interactive and engaging experience. It is also difficult for travellers to find resources that can combine historical and cultural insights with personalised form of guidance for their visit.

Based on the book ‘The Art of powerful questions’ by Eric E. Vogt, Juanita Brown, and David Issaacs, I prepared the scope of my interviews. The goal of my research included the following: 


To get a better understanding the primary needs of travellers or tourists.

To highlight some common challenges faced during the city exploration.

To identify present behaviours or solutions for city exploration



I conducted 5 interviews with individuals with profiles that fit my target audience. The participants were mostly young and students with interests in traveling and cities exploration - also with different levels of familiarity with digital tools for exploration.


The interviews aimed to uncover their current practices, what their preferences are, and frustrations when exploring a new city or their own environment. Below is an highlight od my research and analyss process.



My initial definition of the problem included the following assumptions of how it impacts tourists today

Tourists often feel overwhelmed by the high amount of unorganized information available online about a city.

They struggle to find accurate, engaging, and centralized information about landmarks and places to visit.

Many people rely on conventional guidebooks or maps that lacks interactivity or personalised elements.

Some tourists are disatisfied by their lack historical and cultural context, which leads to a less immersive travel experience.

Traditional resources do not capture the uniqueness of the destination, leaving gaps in exploration.

Travelers often miss out on social interactions, with little opportunity to connect with locals or guides.

How might we make city exploration more engaging, interactive, and informative for tourists?

A unified source of information - which combines AR and historical insights, simplifying how travellers explore cities.

Help tourists plan their routes effectively, through simple and interactive itinerary management

Gamified city exploration experience - providing some excitement and engagement for travellers.

RESEARCH

Interviews

Ideation

Brainstorming

Spider Diagram

Storyboarding

User Flows

Competitors Analysis

DESIGN

Sitemap

Low Fidelity Prototyping

Mid-Fidelity Wireframes

High-Fidelity Wireframes

Prototyping

EVALUATION

Evaluation Plan

Usability Tests

A/B & Preference Testing

Findings

Future Steps


AR DEVELOPMENT

Human-centered Design

Wireframing

3D Assets Modelling

Animation

Scripting

Prototyping

My next step was to do some user research to confirm my assumptions and get more insights about the problems and goals of travellers. I then defined my objectives, process, success metrics and communicated with the stakeholders

User Research

Semi-structured Interviews

Proposals from insights

Exploring the Behaviors, Challenges, and Motivations Shaping City Exploration and Travel Experiences

After evaluating the insights from my primary research and first stage of design strategy in the first diamond, I decided to do more brainstorming to really get the best ideas out for implementation.  After the series of divergent and convergent process of brainstorming, I finally arrived at four solutions which I highlighted on a spider diagram. This helped me visually organise my ideas into one central node or topic which is exploring a new city (XPLR).

Next, I began the Ideation phase

Brainstorming

Storyboarding my ideas helped me create a coincise visualisation of the experience of using my idea. I was able to create a common visual language that can be communicated with the team and stakeholders.

Also it was simply fun engaging with this creative process which allowed me explore sketching and storytelling. I created the storylines and then employed the use of artificial intelligence for sketching.






Based on my research I created 2 users personas to help me stay connected to the users and their needs, as well as to ensure alignment amongst the stakeholders.

About Lolu

Lolu is a 25-year-old Trainee who lives in Frankfurt. She loves traveling and exploring new cities during her limited vacation days. Lulu enjoys planning her trips in detail, including routes and nearby attractions, but prefers to explore alone to soak in the experience. She values creating memories, capturing beautiful photos, and discovering places spontaneously as part of her journey.

Key Characteristics

Detail-oriented planner

Independent and adventurous

Loves creating memories through travel

Goals

Explore cities independently while staying organized

Discover hidden gems and local attractions

Create lasting memories through authentic experiences

“I plan my routes and explore on my own, but I love capturing memories and the beauty of a place as I go.”

Lolu, 25 years

Graduate Trainee

About Adil

Adib is a 22-year-old Student living in Lisbon, Portugal. He enjoys traveling solo or with friends during his vacation to break away from his busy work life. Adib has a passion for exploring cities spontaneously, often choosing to walk around and discover interesting landmarks, parks, or restaurants along the way. He values flexibility and dislikes rigid travel plans.

Key Characteristics

Adventurous and curious

Spontaneous but organized when needed

Tech-savvy and independent

Goals

Easily find unique places to visit without over-planning

Stay informed about local culture and history

Have a seamless experience navigating new cities

"I prefer to just walk around, discover things as I go, and enjoy the spontaneity of exploring a city."

Adil, 22 years

Student

Storyboarding

With the users in mind, I created user flows to helped move on with my design decisions without forgetting their goals and needs.

ABOUT THE TASK: Lolu is getting ready to visit Berlin, but she is stressed about missing out on interesting locations to visit in the city. In this App she can find different spots, learn about them and add her itinerary.

User Flow

To proceed with defining the scope of my Capstone project, I reached a final decision to focus first on one solution, which is the Indoor Experience

High Fidelity Prototype

Researching alternatives helped me make better-informed decisions about my overall features and strategy.

Competitors Analysis

I explored competitors through Primary and Secondary research methods- and in this case alternatives for users who plan to travel. I found several platforms that focus on travel, navigation and cultural exploration. While XPLR unique combination of features aims to integrate gamification and distinct storytelling methods and materials, I still gathered insights from available options for travellers.

My analysis focused on contents, features, and channels. I was therefore able to get insights from users and existing solution.



I found that:


There are apps and websites in the market that focus on navigation, exploration, and booking activities, but not many that combine tailored, user-friendly exploration with detailed local insights -connected to itinerary.
Apps like Google Maps, TripAdvisor, and Airbnb Experiences provide relevant features like navigation, reviews, and local tours, but they lack integration of personalised itineraries, interactive Augmented reality contents and AI-driven recommendations.

Some apps focus heavily on a specific travel niche or demographic rather than offering universal exploration tools.
For instance, certain guidebooks (e.g., Rough Guide or Rick Steves' Berlin) cater specifically to readers who prefer offline resources, while apps like Airbnb Experiences target travelers seeking premium hosted experiences.

Many platforms provide useful exploration tools but fail to integrate interactivity and user-specific suggestions.
YouTube offers visual guides and inspiration, but it doesn’t cater to real-time exploration or provide localized activity planning. Similarly, Foursquare City Guide and GetYourGuide offer activity bookings but lack interactive itinerary creation.

Existing products often focus on static content rather than real-time, dynamic exploration.
Although guidebooks provide a important information, they are not interactive or designed to meet traveler’s real-time needs.


Before I jumped to the systhesis phase and wireframing, I created a sitemap to outline the hierarchy of the app.

Afterwards, I created sketches of the core flow and moved on to designing low-fidelity and high-fidelity prototypes.

Wireframing

To be able to test my ideas, I  transformed them into a physical format so that the potential user can interact with them. Low and high fidelity wireframes evolve to an interactive prototype. My focus was to help users find destinations, locations, text, media and AR experiences and add to itinerary.

Next, I created a high fidelity prototype, which can be found here. Information included are sourced from Journalists, Guidebooks and resources online.

I started the AR prototyping phase with Human Centred Design

Participatory Design

This design approach helped me ensure my AR  content is user-centred and meets the preferences of our users. I involve stakeholders directly in the design process while gathering insights and feedbacks simultaneously. I organised co-design sessions where I generated ideas and prototyping concepts. In the end, integrating participatory design helped enhance our project relevance and usability.

Sketching

Newspaper appears in the scene and Brandenburger appears as part of an animation sequence. Height of the gate is highlighted with an arrow

After learning, the airballoon arrives with a lot smiley faces to create some excitements

Individual cards also appear in the scene and to describe

3D Assets and Modelling

Using Blender, I created individual assets needed for the AR exoerience. These include the Airballon, Newspaper and Smiley face  The Brandenburger gate mesh was downloaded through the SnapAR Landmark template and the mesh divided to have the Quadriga isolated. The textures were designed to give a nolstagic, olden  look, except for the Air balloon which has a more colorful and contemporary visual.

Scripting and Setup

I set up the animation within an world object controller and imported other assets including photos and audio. Since it is an indoor experience I created some background fumes using PNG sequences. Each of the different scenes within the experience are controlled using the Tween animation scripts and Behaviour controllers. The audio in the AR was created from text to speech AI

To create the AR prototype, I used the World Object Controller feature of SnapAR where I imported the animations and scripted using the visual scripting.

Animations

My next step was to create a first prototype animation following an audio story. The animation concept follows a newspaper page from which 3D of the location grows out in relation to the audio and text contents.  The scene is textured with images from the landmark to add more context to the experience. I kept the animation and AR scene short to focus on delivering on concept.

Frame rate: 24 fps

User Flow

Before creating the scripts and animations, I created a flow which they would follow. Starting from the launching of the lens through Snapchat or WebAR, to the informational scenes and then the confirmation of itinerary.
Having a flow helped me make animations decisions and scripting plans in advance.

Task Type

Goal Based. Users are requrired to follow an exact path through the flow

Test Script

Amazing to meet you!

You've been invited to share feedback, ideas and insights. Remember there are no right or wrong answers here; just respond with what comes naturally to you!

In the next few moments, you'll be given a task to complete and asked one follow up question to rate your experience. Remember to do what comes naturally; there are no wrong answers here!


Questions

Overall, how difficult or easy was this task to complete?

Was it easy to find and select a city?

How intuitive was the layout of the attractions list?

Questions

Overall, how difficult or easy was this task to complete?

How easy was it to view your updated itinerary?

Prototype Test 1

Imagine you are planning to visit Berlin. Go through the flow to find a location ‘’Brandenburger Tor’’ in Berlin – and then add to your itinerary.

Task Type

Goal Based. Users are requrired to follow an exact path through the flow

Prototype Test 2

Imagine you want to check your saved itineraries. Navigate to itinerary tab and view the saved itinerary.

After completing my first prototype of a potential solution, I tested my designs and flows with potential users - individuals who represent the target group.

Usability Testing

I tested my designs with potential users to observe how they interact with the flow and how easy it is to navigate.

Before proceeding to the Testing and evaluation phase, I prepared a usability test script and plan. I added 2 user flows of my prototype and a link to the AR prototype for the users feedback.

The goal of this test was to evaluate how intuitive and user-friendliness of my prototype flow. The core features tested include city selection, landmark or location exploration, itinerary creation and the augmented reality functionality. By creating a Goal based test and observing the participants average completion time of the tasks, I aimed to identify usability issues or areas of confusion. I also gathered feedbacks which will inform necessary changes to enhance the flow and experience.

All 5 participants were able to complete the scenario tasks and described their overall interaction with the app as easy, guided and intuitive. 

Findings

All of the participants found it easy to complete the tasks.


For task 1, it took an average of 10.1 seconds to complete. All participants followed a direct path to completing each tasks.

For task 2, it took an average of 7.8 seconds to complete. 4 participants followed a direct path while 1 user took an indirect path taking up to 10 seconds.


For the A/B test, participants found it difficult to choose and I often got feedback that although less words is good, it world be probably be better if the experience is slowed down. I inteprete this to mean users want to have control over the emerging and disappearing of information. This indeed would make the experience more interactive.


In summary, moving on with the project, I would like to carry out more research to further uncover challenges and potential solutions.

Before that I need to further analyse the results from the tests I already completed and apply those insights in my design prototypes. The Itinerary features still requires more screens, contents and design optimisations. I plan to improve on this prototype, test and iterate before moving on the the other features to be included, which are summarised below:

Gamified Exploration

The gamification of tour explorations will add a layer of fun and engagement to travel by intergrating challenges, rewards, and interactive tasks. Users will be required to complete quests, unlock various achievements, and compete with friends while exploring new destinations. This feature will encourage deeper engagement with locations and make sightseeing into an interactive adventure.

How well did the AR feature help you learn more about Brandenburger Tor

Questions

Test the AR Prototype

Copy the link and use test on a mobile browser https://lens.snap.com/experience/1b3f8dbf-9703-4f26-ab22-0a58ac8e6019

OR

Scan the Snapcode below

A/B Preference Test

A

B

A/B Preference Test


I needed to decide between two ways of displaying the information cards within the AR scene. Card A presents the historical facts in longer sentences, thereby reducing the number of cards that needs to be displayed. While card B presents the facts in more concise, straightforward way, but with more cards on display.

The test aimed to evaluate users preferences for information density, clarity and engagement within the scene. Insights from this will help me optimise how information is communicated.

Task completion duration

Heatmaps and clicks

Users feedbacks

Completion path

Data collected

Video Prototype

Future steps are based on the above spider diagram where I laid out features from my ideation phase

Outdoor Experience

The next XPLR feature includes Landmark and monuments location stories using immersive AR to allow the user interactive more during their travel. The aim of bringing in Augmented Reality is to enhance storytelling by bringing historical and cultural insights to life and making the tour more engaging.

Users will be able to interact with digital overlays, hidden details, and explore different time periods of a site. Through the blend technology with exploration, we can create a more immersive travel experience

Explore

Ai Guide

Itinerary

Profile

Ai powered Navigation and Practical Information

Adding an Ai guide feature allows users interact with an intelligent assistance with access to their itinerary and tour interests. The Ai will provide the user with personalised recommendations and realtime guidance before, during or after their tour activities.

In addition, the AI will be able to suggest hidden gems, local experiences, and updates on weather or events, which makes the tour more dynamic and enjoyable.

Here is a link of the prototype