Telus World of Science
Stamp Book

Case Study


// Project Overview.

Telus World of Science Edmonton Guide Book is a UX/UI project to design a new mobile app that enhances the visitor experience. Built from scratch, the app features AR-assisted navigation, a digital map, and a gamified stamp system to promote self-guided exploration. The goal was to create an engaging, educational, and accessible tool for learners of all ages across the science centre.

  • Role:

    UX Researcher & Interaction Designer


  • Skills:

    • User Research & Testing

    • Interaction Design

    • Prototyping

    • Visual Design

    • AR Integration

    • 3D Modelling


  • Timeline:

    Sept 2024 - Oct 2024


  • Tools:

    • Adobe Aero

    • Adobe Illustrator

    • Blender

    • Figma


  • Course Name:

    DESN 444: Interaction Design II


  • Collaborators:

    • Stephanie Flordelis

    • Rachel Nhan


// Problem.

At the Telus World of Science Edmonton, we identified two key areas impacting guest experience, navigation and exploration. Some pain points that we identified includes:

  • 01

    Accessibility Limitations


  • 02

    Ineffective Map System


  • 03

    Barriers to Hands-On Learning


  • 04

    Low Engagement with Exhibits

These were some of the issues we identified during our visit and they directly shaped the goals of this project. In order to improve the experience, we needed to design an application to solve some of issues.

// Our Solution.

To address the challenges we identified, we designed a mobile app that enhances both navigation and exploration at the science centre. Our solution integrates:

  • 01

    AR-Assisted Navigation

    Guests can scan location markers to receive real-time directional cues, making it easier to find exhibits and facilities.


  • 02

    Interactive Stamp Book

    A gamified system encourages exploration by letting users collect digital stamps at each exhibit, adding purpose to their visit.


  • 03

    Highly Accessible

    Visual prompts, audio support, and simplified language make the content more inclusive for diverse age groups and learning styles.


// Research.

As a first step, we visited the Telus World of Science Edmonton to observe how guests moved through the space and engaged with exhibits. Some of the key aspect of the science center includes:

  • 01

    Navigation

    How guests orient themselves and move through the space. It involves understanding where you are, where you want to go, and how to get there.


  • 02

    Exploration

    How guests engage with exhibits and absorb information. It’s about hands-on discovery, curiosity, and learning through interaction.

// Contextual Research.

During our on-site visit to the Telus World of Science Edmonton, we documented various wayfinding and exhibit interactions through photos. The images highlight key spots for potential improvements in exploration or navigation in the space.


// Design Development.

Once we gathered insights from our site visit and initial research, we moved into design development. This phase involved structured ideation sessions, visual exploration, and iterative refinement of our concept to address user needs around navigation and engagement.

// Ideation.

After identifying key problems through our research and site visit, we began the ideation phase by first generating a broad range of ideas individually and as a team.

  • 01

    Mind Mapping

    We collaboratively mapped ideas related to navigation, exploration, and interactivity, helping us visualize how different features could serve user needs.


  • 02

    Brainwriting

    Each team member independently generated quick ideas on paper, which were then passed around and built upon by others.


  • 03

    Prioritization Matrix

    We plotted our top ideas on a 2x2 matrix, weighing user impact against design effort. This helped us narrow in on concepts that were both feasible and meaningful.

// Personas.

As part of our design process, we developed user personas to reflect common visitor types at science centre. The persona was formed based by our research and helped shape key elements of our app experience.

// Charlie Stewart.

  • Age: 13

  • Location: Edmonton, Alberta

  • Type: Student

"I want to create something that will amaze my classmates."


Goals:

  • Learn more about the solar system to finish her science fair project on time

  • Prove how much she's learned while visiting the science centre

  • Show she is responsible enough to explore without her mom

Pain Points:

  • Gets distracted easily

  • Has parental locks on her phone

  • Doesn’t like asking for help from strangers

// User Task Flows.

We mapped out core user journeys such as scanning exhibits, collecting stamps, and navigating the science centre. These flows helped us understand branching decision points and ensure each interaction was logical and goal-driven before moving into wireframes.

// Wireframes & Iterative Prototyping.

Building on the task flows, we began wireframing to explore content layout, navigation structure, and interaction logic. Starting with low-fidelity sketches, we tested different layout options before transitioning into digital wireframes.


// Final Mockups.

Our final mockups show the fleshed out app interface after several iterations, including stamp collection and navigation. The design balances educational prompts with intuitive navigation, offering diverse audiences a flexible and engaging experience.


// Usability Testing.

We conducted pilot studies and on-site user tests at the Telus World of Science Edmonton to evaluate our prototype.

  • 01

    Pilot Testing

    We began with four informal tests using friends and family. This helped us refine the on-site testing interview and gather early feedback on clarity, usability, and design.


  • 02

    On-Site Testing

    We conducted two contextual tests with real users at TWoSE. Participants explored exhibits using the app, giving insight into how they performed in their intended environment.

// Key Findings & Observations.

  • 01

    Users found the app easy to use, even without the tutorial


  • 02

    The interface felt intuitive and well-organized


  • 03

    Accessibility features (audio, contrast, map toggles) were appreciated


  • 04

    However, Some icons needed redesign for better clarity

Overall, the app worked well as a prototype, showing potential for real-world use. The feedback helped us refine visual hierarchy, accessibility, and interaction flow.


// Project Reflection.

Our project set out to improve how guests navigate and engage with the Telus World of Science and the stamp-based app prototype brought that vision to life. We successfully met the learning objectives we set at the start of the project as:

  • 01

    Users were guided by stamp tasks that gave their visit direction and purpose


  • 02

    The app allowed users to explore at their own speed, revisit content, and track their progress over time


  • 03

    Interactive prompts and small rewards encouraged users to engage deeply with each exhibit

This project showed how thoughtful design can turn exploration into an engaging, educational, and personalized experience.

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