UX/UI • AR • Mobile • Illustration



Collections through Augmented Reality Learning

The CARL mobile app is a speculative multi-designer effort to carry on the historical campus tours of the University of Florida. Designed on the premises of accessibility and engagement, CARL educates prospective students, members of the community, and any other curious Gator. Built around a kiosk-AR system, explorers can scan physical landmarks of the campus, unlocking an augmented reality component on their phone.
Project Objective
A mobile app and interactive kiosk system that incorporates augmented reality to create a creative and accessible University of Florida digital archive and touring experience. This solution would take on the role of the current University of Florida historian, Carl van Ness, who is planning to retire soon.
The Team
Visual Development | Kendall Brandt & Janelys Camelo 
UX/UI | Sarah Cantor & Ian Costello (me!) 
(Despite the labels, every member participated in concepting and decision-making for all productions)
 We made sure we were up to speed on the current augmented reality and campus tour scenes. In addition, we performed semi-structured interviews with our client and man of the hour, Carl Van Ness himself.
• Carl’s historical tour is not well known.
• There is *loads* of fascinating University of Florida history.
• Other, more popular, University of Florida tours lack history.
• AR tours have little to no presence on academic campuses. Though, the medium does have some presence in museums + galleries.
• AR’s most successful implementation has been with: video games, navigation, and data visualization.
Identity Mark
Because the app stemmed from a historic campus tour, we centered the logo around a map marker icon. We combined it with a bold, sans serif C for C.A.R.L. The logo is easily reproducible and extremely flexible, and is clean, distinct, and timeless, like the app.

Color + Image Treatment
The color palette utilizes variations of the visible spectrum and the official UF secondary color palette to create an identity flexible enough to include every category we envisioned, while still feeling unified. 
Because elements of the app are intended for use outdoors in Gainesville, it is designed on an off-black background to assist with visibility in bright sunlight.
Quadon and Gentona, official University of Florida fonts, were kept front and center as headers. Meanwhile, Steelfish brought the attitude and emphasis, serving as CARL's unique typeface.
Menu Icons + Badges
The badge illustrations flesh out the achievement feature of the app. These designs could even be realized as buttons or patches, rewarding devoted users and bringing further product awareness.
The menu icons were designed with simplicity, unity, and recognizability in mind. Each features a slightly rounded edge and a 5px rounded cap stroke. 
Brand Book
UX/UI Concepting 
I created this graphic based on discussions with the team for how the general user experience and interface would perform both alone and together. 
Rather than designating separate directions, I figured it would be more useful to give the client an insight into the UX/UI perspective on the project and the many options available for the user when interfacing with the end product.
This high fidelity sitemap crystallizes the details of the onboarding, main screen hierarchy, and the accessibility of the scanning feature throughout the app. 
The separation of the linear tour sequence is also pictured, explaining how the user is disengaged from a free-roaming version of the app. Rather, the user is now embarking on a more traditional tour that they can set at their own pace, much like Carl’s own tours.
High fidelity wireframes solidified the UX/UI’s vision for the app’s main features. Iterating on the client’s desire for a ubiquitous menu overlay, we developed a dashboard which made every main feature accessible from any point in navigation, with a special emphasis on the scanning feature.
- Final Screens -
Home + Options
Home + Options
Kiosk Signage
Located in front of historic buildings and notable places on campus, the kiosk functions as an access point between the user and the augmented reality function of the app. 

In print they also educate passersby on the history of the kiosk’s subject. Scanning it enables app users to open a 3D augmented reality timeline relative to their own location. Keeping the AR spatially relative and instanced prevents any sidewalk traffic.
- Augmented Reality in Action -
Want to know even more of the nitty gritty? Check out my process book for this project!
Team Work
It was truly amazing to work in a collaborative team. Each of our individual strengths were allowed to shine when all other responsibilities were being accounted for. This enabled a comprehensive and fresh opportunity for me to practice my user experience and motion graphic skills.
Check Out the Team!
UX/UI | Sarah Cantor + Ian Costello (me)
Visual Development | Janelys Camelo + Kendall Brandt

+ m o r e p r o j e c t s +

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