
HaudGo!
Scotiabank Experimental Learning Award Winning Design
HaudGo! is a project that connects Indigenous history with augmented (AR) technology, allowing users to actively participate in the learning experience about the history of the Haudenosaunee First Nations people.
Role
Project Brief
Product Designer/ Researcher
Team
UX200 Group
Timeline
4 Months
Skills
Figma
Mural
Canva
Google Forms/Docs
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"To create an educational experience that allows people in Canada to learn about local indigenous history and incorporate augmented reality to enhance the immersion of the experience".
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This was a collaborative project that I had the opportunity to work along with my five other group members Aliyah, Hania, Vanessa, Mya, and M'kai. The roles and tasks we took on together included project planning, user research, usability testing, and prototyping.
Our Goals
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Bridge indigenous history with present-day technology.
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Having physical engagement and incorporating augmented reality into the app.
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Respect and honour the Haudenosaunee community.
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Being accessible to all and having diverse settings options.
Here are a few ways we developed the experience to meet our goals:
Accessibility is a priority upon sign-up, we prompt accessibility settings early on without making users search.
Audio stories; All stories have an audio implementation to support the user's learning.
Trivia feedback and hints; To reduce user dissatisfaction, each trivia question provides feedback and a hint.
Video guides; Guides are included within the app to help people understand the process and locate the stations, especially those with increased travel needs.
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Not only did we include an array of Haudenosaunee (Ho-duh-nuh-show-knee) languages in the app, but we also took inspiration in our design from the wampum (whom-pum) belt. In order to use this in our design, we took time to understand the significance of each element. Along with this, we have included collectables with significance to the Haudenosaunee (Ho-duh-nuh-show-knee) people. For example, in our prototype, you unlock the tawis tawis (tahwhis tahwhis), or the snipe bird, which is a highly intelligent, information-seeking bird that can fake injury to lure predators away from it's nest and young.
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After users read through a story, they are prompted with the option to view an Augmented reality render. This concept is meant to display a render of an area, artifact or another related item to the story.
Research Methods
User Research
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Interviews
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Competitive Analysis
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Usability Testing
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Wizard of Oz Testing
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Secondary Research
To help us identify our user’s personal experiences and pain points, we conducted various tests, interviews, and market research. We had 15 people participate in our user research. Before implementing technological concepts like AR, we made sure to research the technologies involved to get a better idea of how we could feature them. Our tests mainly involved participants going through different hypothetical user scenarios. This helped us to identify any usability issues, pain points, or areas where the user experience could be improved. We created journey maps, empathy maps and user personas.




Participants and Results
In our usability tests, we had our participants go through three different user scenarios:
1. Creating an account,
2. Reading a story about landmark
3. Turning off notifications
Participants Suggestions:
1. Add a Sign in option
2. Participants reported difficulty in identifying the correct map
3. They requested better labelling of the map
4. They also suggested Changing the badges to little characters.
5. Some participants suggested to include a little quiz before receiving the incentive
Prototyping
Our prototyping journey evolved from initial brainstorming to a polished, interactive design, carefully guided by iterative testing and user feedback. Starting with hand-drawn concepts, we gradually refined our ideas, incorporating key elements of gamification, usability, and an enhanced user experience. Each stage of prototyping brought new insights, enabling us to align the design closely with user needs.

Sketches
The process began with hand-drawn sketches, outlining the primary user flows and core screens. These sketches served as a blueprint, helping us visualize the structure of the application and its foundational layout. This stage focused on simplifying navigation and ensuring the proposed features were intuitively arranged.

Low-Fidelity
Next, we transitioned to low-fidelity wireframes using digital tools. These wireframes included placeholder elements and simple layouts, allowing us to experiment with information hierarchy and interface functionality. Although minimal in design, they played a crucial role in identifying potential issues and streamlining the flow of the app.

Mid-Fidelity
In the final stage, we developed a medium/high-fidelity prototype using Figma, complete with interactive elements and realistic content. This prototype closely mirrored the intended final product, enabling users to experience the application as they would in real use. Feedback gathered during usability testing on this prototype was instrumental in shaping the final design.

Final Prototype
Through this iterative process, we refined our solution, ensuring it addressed both the users’ goals and the project's objectives. The result was a cohesive, user-centered design that combined functionality with a seamless experience.
Usability Testing
The usability testing conducted on our prototypes was essential in ensuring the application met user needs while delivering a meaningful experience. These experiments were designed to guide the progression from low- to high-fidelity prototypes, informing the ideation and creation process at every stage. Participant feedback helped us identify user issues, errors, and areas for refinement, leading to design changes that enhanced the overall functionality and usability of the application. By prioritizing insights gained during testing, we were able to align our design with user goals, creating a more seamless and engaging experience.
Presenting our Design
At the end of March 2023, we had the opportunity to present our app, along with a physical prototype we developed, to a panel of judges from the community and university. Our work was evaluated on its desirability, viability, feasibility, research depth, and overall innovation. We were honoured to place first and receive the Scotiabank Experiential Learning Award in recognition of our efforts.
