My role: AR product design, illustration
Wonderscope is an iOS app for kids that uses Augmented Reality to transform ordinary spaces into extraordinary stories.
Here are the key points of the project that I worked on:
Flat 2D UI
I lead the design on all of the 2D UI assets. This was mainly the in-experience menu--all the interface stuff you see when you are interacting with one of the stories.
We intentionally chose to hide most of the menu options behind a hamburger menu--too many icons on the screen took away from the immersive experience and there was a high chance of accidentally pressing them because kids were moving around the room with their phones. The only option we pulled out of the menu was our screenshot function, because we noticed during testing that a lot of kids liked to take snapshots from the app and parents loved to share those snapshots on social media.
I also created all of the illustrations, including all of the iconography:
I was a supporting designer on the onboarding experience--I was part of the brainstorming and some of the basic concepts we made as we learned more about the user needs.
Some of our findings throughout making this process were:
- Common ideas about reducing number of taps to get into the app don't work because people don't understand AR yet. There are no common design patterns that people know about so they get lost and overwhelmed unless you explain it to them in small steps.
- Users (especially children) don't mind longer onboarding if you make it fun for them. If it's fun, they also generally tend to be more engaged and more attentive to what's being said.
- Making onboarding mandatory, regardless of whether or not the user has done AR before, is important. New users understand what's expected of them and users that already have some experience learn about the specific requirements of the app.
Finding a Landing Space
I was part of the brainstorming and basic concepts for this.
One thing that came out of user testing was that users struggled to find a playspace, which was a blocker since the AR experience could not start without one. We landed on the pizza box metaphor--it's a large, flat object that you need to put on a surface. We oriented our thinking around that--how can we make it feel natural to place a pizza box down on a table, floor, or other flat area? After lots of iterations, we came up with the idea of the playspace needing to find a landing pad:
Findings and Suggestions
I worked closely with our UX designer and our content team to help visually explain some of our findings surrounding AR to future content creators.
The components that make up an AR scene
Users directing the character
Users having inside jokes that make them feel smart
Characters should have complex emotions