Hush: Geolaction Application for Bar Hoppers
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Project Type: Final-Year UX/UI Design Project
Timeframe: 12 Weeks (Semester 2, 2024)
Team: Solo Project
Objective: Design an immersive mobile app that enhances speakeasy exploration through interactive narratives, geolocation-based storytelling, and AR simulation. -
UX/UI Designer – Led research, wireframing, prototyping, and usability testing.
User Researcher – Conducted focus groups, interviews, and competitor analysis.
Visual Designer – Developed high-fidelity UI designs, branding, and an Art Deco-inspired aesthetic. -
Design & Prototyping: Figma, Miro, Adobe Illustrator
Research & Documentation: Google Forms, Notion
Testing & Analysis: Usability testing, focus groups
The Challenge: Traditional bar-hopping lacks engagement beyond finding locations. Many speakeasies have unique stories but no interactive way to experience them.
Opportunity: Create a gamified, narrative-driven app that enhances the exploration of hidden bars, providing an engaging and seamless discovery experience.
Key User Needs
Clue-based exploration rather than direct location listings.
Authentic speakeasy atmosphere through visuals, sound, and interactivity.
Clear navigation & accessibility for a diverse range of users.
Research & Discovery
Methods Used:
Competitor Analysis: Studied existing nightlife apps, escape room experiences, and AR-based games.
Primary Research: Focus groups and user interviews on social experiences, app expectations, and usability.
User Personas: Defined key audience types (casual explorers, history enthusiasts, nightlife seekers).
Key Insights:
Users want a dark, moody aesthetic to match speakeasy themes.
Gamified experiences increase engagement, but flexibility in navigation is important.
Accessibility features like text-to-speech and visual contrast improve usability.
Ideation & Design Process
Wireframes & Early Concepts:
Designed linear and non-linear exploration paths.
Created an Art Deco visual identity to reflect the era’s aesthetics.
Key Design Decisions:
Dark, immersive colour scheme for an authentic speakeasy feel. (decision made after prototype testing)
An interactive clue system that allows users to reveal hints progressively.
AR simulation of hidden entrances to enhance realism.
Prototyping & Testing
User Testing Methods:
Focus Groups: Evaluated engagement, accessibility, and ease of use.
Field Testing: Real-world navigation to assess app usability in different environments.
Iterations Based on Feedback: Adjusted aesthetics, navigation, and clue presentation for clarity.
Key Refinements:
Darker home screen & map UI for brand consistency.
Added accessibility options (text-to-speech, high-contrast modes).
Non-linear exploration to improve user flexibility.
Enhanced AR simulation with clearer imagery and location hints.
Final Design
Features:
Narrative-driven discovery of hidden speakeasies.
Immersive UI & branding with Art Deco influence.
Interactive clues & AR entrance simulation.
Accessibility-enhanced navigation & text-to-speech options.
Flexible location progression for a personalized experience.
Reflection & Next Steps
Key Takeaways:
User feedback was crucial in refining aesthetics and usability.
Balancing immersion with accessibility is essential for engagement.
First time using Figma – improved my proficiency in wireframing and prototyping.
Future Opportunities:
Introduce real AR integration instead of a simulated experience.
Expand with historical storytelling beyond speakeasies.
Develop a collaborative hunt mode for groups.