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Team 07

The Campus Navigation System App is designed to assist users in navigating large college campuses using real-time GPS, augmented reality, and accessibility features. Through a design thinking process, the project identified user needs, defined problems, ideated solutions, prototyped, and tested the app with positive feedback indicating high usability and effectiveness. The app aims to reduce navigation stress for new students and visitors, with potential for expansion to other campuses.

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0% found this document useful (0 votes)
10 views7 pages

Team 07

The Campus Navigation System App is designed to assist users in navigating large college campuses using real-time GPS, augmented reality, and accessibility features. Through a design thinking process, the project identified user needs, defined problems, ideated solutions, prototyped, and tested the app with positive feedback indicating high usability and effectiveness. The app aims to reduce navigation stress for new students and visitors, with potential for expansion to other campuses.

Uploaded by

dadiharsh329
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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TEAM- 07

A24126552151- Khalida Tabassum


A24126552156- K.Mounisha
A24126552143- J.Vishnu Pr iya
A24126552147- K.Tejaswini
A24126552130- B.Sr i Yasaswi
A24126552170- P.sohith kumar
Campus Navigator : Documentation for Mobile App
Campus Navigation System App – Design Thinking
Case Study
Abstr act
Navigating lar ge college campuses can be a daunting
task for new students, visitor s, and even existing
students dur ing busy times. This case study explor es
the application of the design thinking pr ocess to
cr eate a Campus Navigation System App, which helps
user s find their way ar ound campus with ease. The app
integr ates r eal- time GPS navigation, augmented r eality
(AR) wayfinding, and accessibility featur es, tailor ed to
the unique needs of campus envir onments. The pr oject
utilized empathetic r esear ch, user feedback, and
iter ative pr ototyping to develop a simple, efficient, and
inclusive navigation solution.

Phase 1: Empathize (Under standing User Needs)


In this phase, we sought to under stand the challenges
faced by var ious campus user s—students, visitor s, and
faculty. We conducted inter views, sur veys, and
obser vations to gather insights into their pain points.
Resear ch Methods:
● Inter views with 15 user s (students, visitor s, and
faculty).
● Sur veys with over 100 students to collect data
on common navigation issues.
● Obser vations at key campus locations to see
wher e user s often got lost.
Key Insights:
● New Students: Felt over whelmed when locating
classr ooms and offices.
● Visitor s: Str uggled with identifying building
names and locations.
● Faculty: Noticed delays due to students having
tr ouble finding r ooms.
● Existing Students: Often had difficulty locating
new venues dur ing events.
User Needs:
● A simple, r eal- time campus map with tur n- by- tur n
dir ections.
● Voice- guided navigation and other accessibility
featur es.

Phase 2: Define (Pr oblem Statements)


After synthesizing the findings fr om the empathize
phase, we defined cor e pr oblems based on user needs.
This clear under standing helped guide the next steps.
Pr oblem Statements:
● How might we help new students quickly find
classr ooms and depar tments dur ing their fir st few
weeks?
● How might we enable visitor s to locate key ar eas
such as the admission office or auditor iums?
● How might we suppor t faculty in ensur ing
students r each their venues on time dur ing
schedule changes?
● How might we make campus navigation accessible
for differ ently- abled user s?
Key Design Requir ements:
● Easy- to- use inter face with minimal steps to
sear ch for locations.
● Real- time GPS- based r outing with building names
and depar tment details.
● Voice guidance, accessible paths, and other
featur es for differ ently- abled user s.

Phase 3: Ideate (Br ainstor ming Solutions)


In the ideate phase, we gener ated a var iety of cr eative
solutions to addr ess the pr oblem statements, using
br ainstor ming techniques such as Cr azy 8s, SCAMPER,
and Mind Mapping.
Top Ideas:
1. Inter active Campus Map App – A map with sear ch,
r eal- time GPS, and tur n- by- tur n dir ections.
2. AR- Based Wayfinding – Using augmented r eality
to display dir ectional ar r ows and building names
over the r eal envir onment.
3. Voice- Guided Navigation – Audio instr uctions for
user s, especially those with visual impair ments.
4. Smar t Kiosks – Kiosks at major locations to
pr ovide maps and schedules for user s without
smar tphones.
5. Offline Map Download – A featur e to download
campus maps for offline use.
Evaluation Cr iter ia:
● Feasibility, user - fr iendliness, accessibility, and
technical cost.

Phase 4: Pr ototype (Implementation)


We moved fr om idea to pr ototype by fir st cr eating low-
fidelity wir efr ames and gr adually incr easing fidelity to
pr oduce an inter active app pr ototype.
Pr ototyping Steps:
1. Low- Fidelity Wir efr ames – Basic sketches to map
out the user flow and key inter actions.
2. Mid- Fidelity Mockups – Inter active mockups to
simulate app navigation.
3. High- Fidelity Pr ototype – A fully inter active
Andr oid app pr ototype built using Flutter ,
integr ating Google Maps API and mock data.
Key Featur es in the Pr ototype:
● GPS- based Navigation – Real- time tr acking and
dir ections.
● AR Mode – Simulated AR navigation using visual
over lays.
● Accessibility Settings – Voice guidance, lar ger
fonts, and wheelchair - fr iendly paths.
Tools Used:
● Design: Figma, Adobe XD
● Pr ototyping: Flutter , Fir ebase, Google Maps API
● AR Simulation: Unity + Vufor ia (for AR pr eview)

Phase 5: Test (Validation & Feedback)


The test phase involved gather ing feedback fr om r eal
user s to r efine the app. We conducted on- campus
testing with 20 par ticipants (new students, faculty, and
visitor s) to validate the app’s usability and
effectiveness.
Testing Objectives:
● Assess the app’s ease of use and navigation
accur acy.
● Validate accessibility featur es.
● Gather suggestions for impr ovements.
User Feedback:
● Navigation Accur acy: Most user s found the
dir ections accur ate, but some paths near shor tcuts
needed adjustment.
● Ease of Use: User s appr eciated the clean
inter face and simplicity.
● AR Featur e: Well- r eceived but needed better
calibr ation.
● Suggestions: Add landmar ks (cafeter ias,
r estr ooms) and impr ove language suppor t for
accessibility.
Outcome:
● 85% of user s would use the app r egular ly.
● 90% of user s felt the app saved them time and
r educed confusion.

Conclusion
The Campus Navigation System App successfully
addr essed the challenges of navigating lar ge campuses,
combining user feedback, r eal- time navigation, and
accessibility featur es to cr eate a user - fr iendly
solution. The app's intuitive design, GPS guidance, and
AR featur es helped r educe campus navigation str ess,
especially for new students and visitor s. Based on
positive validation, this app can be expanded for futur e
use acr oss var ious campuses to enhance the student
and visitor exper ience.

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