Augmented reality · Wayfinding

Telus World of Science

A science centre is easy to wander, and easy to lose. We built a mobile AR app that routes you to the next exhibit, rewards the find with a stamp, and adapts to how you need to move.

Role: AR & 3D development, UX

Built and on-site tested

a mobile AR app that routes you to an exhibit, rewards the find with a stamp, and adapts to how you need to move.

Year
2024
Venue
Telus World of Science, Edmonton
Team
With Rachel Nhan & Steph Flordelis · MacEwan
Scope
AR navigation, stamp book, accessibility
Stack
  • Figma
  • Adobe Aero
  • Blender

Overview

Telus World of Science is Edmonton's science centre: easy to wander, easy to lose. Partnered with the centre and Elixir Simulations, three of us designed a mobile AR app for visitors, with real-time wayfinding, a stamp book that rewards exploration, and accessibility built in rather than added late.

My role

I worked on research, user flows, wireframing, interaction design, and testing, and owned the technical side: the 3D modelling in Blender and the AR prototyping in Adobe Aero that turned the concept into something you could hold up and follow.

With Rachel Nhan & Steph Flordelis

The problem

A building full of wonder, easy to lose your way in

A science centre should feel exploratory, for families, kids, and guests of every ability. But with hundreds of exhibits, a layout that shifts, and a wide range of visitor needs, a clear and accessible path is hard to hold. Plenty of visitors end up disoriented and miss the moments they came for.

  1. 01

    Easy to get lost

    Missing signs and unclear elevator directions leave guests turned around, leaning on staff and breaking the flow of the visit, especially when it is busy.

  2. 02

    A map that does not help

    The existing maps are hard to read and never adapt. With no real-time guidance or accessible format, visitors lose their place or miss whole areas.

  3. 03

    Hands-off for hands-on learners

    Younger visitors bounce off text-heavy panels, and fragile displays add caution. There is little room to explore an idea through play.

  4. 04

    Exhibits that do not pull you in

    Static displays and a shortage of fresh technology dull the draw, especially for repeat visitors, so engagement and recall both drop.

The solution

Three moves answered it

Navigate

AR arrows, in real time

Pick an exhibit and follow AR arrows to it, plus restrooms and key areas.

Choose a destination on the built-in map and the app overlays AR arrows along the route, so finding exhibits and key areas no longer leans on staff.

The Problem It Answers

Guests got lost, and the static map never adapted to help. Real-time AR arrows give directions that move with them.

Play

A digital stamp book

Collect a stamp at each exhibit you reach. Progress, reward, discovery.

An interactive stamp system rewards interacting with exhibits, turning the visit into a sense of progress and discovery for hands-on learners.

The Problem It Answers

Text-heavy panels lost younger visitors and static displays dulled the draw. Collecting stamps turns the visit into something to play through.

Include

Accessibility built in

High-contrast visuals, audio narration, and simplified language from the start.

Designed from the outset for children, seniors, and visitors with visual or sensory impairments, so the experience works for everyone in the building.

The Problem It Answers

Every one of these gaps hits hardest for the visitors with the least support. High-contrast visuals, audio narration, and plain language answer all four at once.

Research

We toured the building before we designed for it

Working with Telus World of Science and Elixir Simulations, we visited the centre for contextual research, took a tour, and learned where the existing wayfinding and engagement tools fall short. From that, we wrote a user statement and built a persona to keep the work pointed at a real person.

Contextual research

User statement

As a visitor with a strong interest towards science, I want intuitive navigation and engaging interactive elements so I can focus on discovery without getting lost or bored.

Persona

Charlie Stewart, 13

Junior High Student · Edmonton, AB · Smartphone

I like to create things that will amaze my classmates so that I can share my curiosity about science in a way that feels fun for everyone.

Goals

  1. Learn more about the solar system to finish her science fair project on time.
  2. Prove how much she has learned while visiting the science centre.
  3. Show she is responsible enough to explore without her mom.

Pain points

  1. Loses focus quickly, especially in environments with a lot of visuals.
  2. Her phone has parental restrictions that limit access to certain apps or features.
  3. Feels uncomfortable approaching staff or unfamiliar adults for help.

Design

From sticky notes to a building in 3D

We reimagined the visit with the research in hand. I worked across the project and took the lead on the AR prototyping and the 3D model that the map and spatial features run on.

  1. 01

    Workshopped and prioritized

    We ran mind mapping, brainwriting, and a prioritization matrix to find the features that would move navigation and engagement the most.

  2. 02

    Mapped flows, then wireframed

    We turned task flows into wireframes that kept the app simple to use without losing what it needed to do.

  3. 03

    Led the AR and 3D

    I prototyped object scanning and directional guidance in Adobe Aero, and modelled the science centre in 3D to drive the interactive map and spatial features.

Interactive

AR wayfinding

Pick an exhibit, follow the arrows

Choose where to go. The app draws the route across the floor plan and drops AR arrows along the way, the guidance the prototype overlays on the real corridor.

1 2 3 Arctic JourneyScience GarageHealth Zone Space Gallery Zeidler Dome · upstairs You are here

Upstairs

This floor

Routing to Space Gallery.

Mind mapping

Brainwriting

Task flow

The task flow, from opening the app to saving progress and exchanging rewards.

AR and 3D models

Wireframes

Mid-fidelity wireframes: onboarding, homepage, directory, and map.
Interactive

Gamified exploration

A stamp for every find

Reach an exhibit and the app rewards it with a stamp. Try collecting the floor: progress, reward, and a reason to keep exploring.

  • Space Gallery

  • Arctic Journey

  • Science Garage

  • Health Zone

Stamp book full.

A static map never made finding things feel like this.

In on-site testing, the stamp book lifted engagement the most, especially for kids.

Testing

Tested with friends, then with real visitors

We ran a pilot with friends and family to sharpen the prototype and our interview script, then tested on-site at Telus World of Science with real visitors, in the place the app was built for.

What we heard

  • Worked

    The app was intuitive and needed little guidance.

  • Worked

    The stamp book lifted engagement, especially for kids.

  • Worked

    Accessibility tools like audio and simple text were well received.

  • To fix

    The AR and stamp-book icons confused some users at first.

  • To fix

    Small text and no font options made reading hard for a few.

On-site

Accessibility

Built for everyone, then tested for it

Accessibility was a starting requirement, not a finishing touch. The app ships three things by default, and on-site testing pushed two more out of it.

High-contrast visuals

Stronger colour separation so the map and labels stay legible for low-vision visitors.

Audio narration

Spoken guidance, so the route does not depend on reading a screen.

Simplified language

Plain wording for younger visitors and anyone who finds dense copy a barrier.

Interactive

Accessibility menu

Tailor the map before you move

Our first map left out anyone using a wheelchair, a stroller, or with low vision. So visitors set their needs up front and the map answers. Toggle the options.

Route to Space Gallery
UPPER LEVEL SPACE GALLERY UPSTAIRS ARCTIC JOURNEY SCIENCE GARAGE LIFT STAIRS YOU ARE HERE MAIN FLOOR N

Route to the Space Gallery, up the stairs to the upper level.

The change, in the prototype

One map for everyone became a menu that adapts it.

Before

The initial science-centre map, without accessibility considerations.

After

An accessibility menu listing options to tailor the map visuals and routes.
Interactive

Answering a stamp question

Scanning was the only way in, until it was not

Reach the planet exhibit and the Guide asks a question. At first the only way to answer was to scan it, a wall for anyone with a camera fault or low vision. So we cut a second door. Try both; each one earns the same stamp.

Point the camera at the exhibit and tap the shutter. Quick, when the camera cooperates.

Tap the shutter to scan the exhibit.

Two answer paths shipped: scan the exhibit, or type the answer. The live demo needs JavaScript; the prototype handled both.

What is the biggest planet in our solar system?

Space Gallery

Not earned yet

Outcome

A tested prototype, and what I took from it

It shipped as a tested prototype: routing you to an exhibit, rewarding the find, and bending to how you need to move. The final design is below.

Final Figma prototype. Open in Figma if the embed does not load.

Reflection

  1. 01

    Built to explore, and to include

    We simplified dense content, sharpened the visual hierarchy, and built in gamified learning so the experience stays fun and intuitive.

  2. 02

    Research shaped every decision

    On-site testing, interviews, and pilot studies surfaced the real navigation and engagement gaps, and pointed each feature at one of them.

  3. 03

    AR demanded a different kind of thinking

    Designing for AR meant prototyping for screen and real-world movement at once, so the guidance felt natural in the building, not just on a phone.

Say hello.

Open to entry-level and internship roles. Edmonton, Alberta, remote, hybrid, or on-site, all on the table.

Portfolio Vol. 01 · 2026. Set in Schibsted Grotesk and Spline Sans Mono. Built with Astro and GSAP.

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