Casebrief: On The Border

The On the Border first page on mobile webapp
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On the Border

Explore the beauty of Amsterdam through AR storytelling

Challenge

The challenge was to devise a conceptual mobile web app solution that would enable international students to explore Amsterdam beyond the typical tourist attractions and experience the city like a local, in the course of 3 weeks.

My solution is an augmented reality (AR) storytelling experience designed to take international students on a captivating journey through Amsterdam. By harnessing AR technology, users can immerse themselves in the city's rich history and untold stories, providing a unique and authentic way to explore beyond the typical tourist destinations.

My part

As this project is an individual endeavor, I had full responsibility for every aspect of its development. From ideation and conceptualization to UX and UI design, as well as the actual development process, I ensured that all content was authentic and aligned with the project's objectives.

On the border screens in the right order/screenflow

The concept

Incorporating augmented reality (AR) was a deliberate choice to enhance user interaction and immersion within the storytelling experience. The concept revolves around empowering users to engage with the story like game characters, complete with quests and side quests. Users have the freedom to progress through the game at their own pace, adding a dynamic and personalized element to the experience.

How it works

As a user, you receive main story quests and side quests, each providing coordinates within Amsterdam. You navigate to these coordinates, where the mission begins in AR. The experience starts with a piece of lore, offering information and facts about the area. After the lore, users engage with the environment using game controls, interacting with elements within the AR setting. The interaction depends on the lore that area has to tell.

Interaction and game control

Each area in the conceptual prototype features a unique storyline, influencing the type of interaction within the game. For instance, in the Jordaan district, users combat pests to reflect the area's historical context of dirty, damp streets and poverty during the early 1900s.

In contrast, visiting the NDSM yard allows users to engage in a different manner. Here, users can leave their own piece of street art in the AR environment, adding a personalized touch to the experience.

The coordinate and combat AR concept of On the Border
The coordinate and combat AR concept of On the Border The map and awards pages of On the Border

Fitting a style

For the style of the AR storytelling experience, I drew inspiration from the international student guide but had the freedom to expand upon it. Incorporating Amsterdam's city colors, I introduced red as a primary element and complemented it with other hues. To evoke a playful and game-like feel, I selected typography and icons with a dynamic aesthetic. The inclusion of geometric shapes unified the overall style, creating a cohesive and engaging visual identity.

The logo

After several iterations, I selected the tulip as the logo for its recognizability and cultural significance to international visitors. The center of the tulip is red, subtly hinting at the coordinates users need to seek without relying on a conventional location icon.

Choosing the tulip allows for easy adaptation if the game expands to other cities or countries. By replacing the tulip with a symbol representing the new location, the design system remains consistent across different regions.

On the border screens in the right order/screenflow
On the border screens in the right order/screenflow

Developing

After creating a style guide, I immediately delved into development, confident in the system I had established. This approach saved considerable time, given the rapid three-week timeframe. With more time available, I could focus on ensuring the prototype was both understandable and enjoyable for users.

Used languages

For the concept, I primarily utilized HTML and CSS, leveraging a plethora of animations throughout. This included effects such as the GPS pulse during the coordinate phase and various interactions within the missions themselves. Flexbox was instrumental in crafting the layouts, while JavaScript was employed for button interactions both within the missions and on the game map.

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