top of page
INTRODUCTION
The Breif
Designed an MVP for indoor AR navigation to simplify wayfinding in large buildings. Focused on intuitive search, floor-level clarity, and accessibility without full client research.
The Challenge
A 70-hour deadline to design an AR navigation app that makes indoor wayfinding simple and accessible.
My Role
Sole UX/UI Designer, UX Researcher
Timeline
4 Weeks
The Problem
Navigating complex indoor spaces like campuses, malls, and airports is confusing and frustrating, especially without clear wayfinding tools or accessibility options.
The Solution
An indoor AR navigation app that offers intuitive, floor-by-floor guidance, customizable accessibility settings, and real-time orientation support for smoother, stress-free navigation.


Understanding User Behavior for Indoor Navigation
To design a smarter indoor navigation experience, I set out to understand how users navigate large spaces, the obstacles they face, and what would make finding their way easier, faster, and more accessible.
APPROACH
Methodology​
In-Person & Online.
Number
5 participants
GOALS
01. Identify the main challenges users face when navigating large indoor spaces
02. Understand how users currently rely on static maps, signage, and existing mobile solutions.
Duration​
25 minutes.
Age
19-50 years old
03. Explore how different user groups (e.g., travelers, shoppers, event-goers, people with disabilities) experience indoor navigation.
04. Assess the effectiveness of AR-based navigation concepts compared to existing methods.
QUESTION STRATEGY
01. General Navigation Habits, Pain Points
02. Accessibility and Convenience
03. Experience with Digital Maps & Navigation Apps
Affinity Mapping

With the findings from my user interviews, I produced an affinity map to look for any patterns or themes which started to emerge. Based on the information gathered, I began grouping it into four categories:
Key Findings

01. Motivations:
Users have trouble finding their way indoors.
02. Frustrations:
Not easy to use indoors, difficult to locate on indoor map, current solutions are too primitive, unreliable, inaccurate.
03. Accessibility:
Expressed need for accessible layout options.
04. Experience with AR:
Moderate AR usage.
Define
The Faces of Google Maps

Synthesizing the research findings, I curated a user persona representing the wants, needs, and demographics of our ideal user and target audience.
Ideate
Brainstorming Solutions
With user needs and pain points clearly outline, I now can outline and plan solutions. After brainstorming and looking at potential market research, I decided on the following key needed features.
Oppurtiny Areas
AR-Based Indoor Navigation
Multi-Floor Navigation
Search & Destination Input
Provides real-time step-by-step guidance using the camera.
Automatically adjusts for elevators, escalators, and stairs
Users can search for specific stores, gates, or seats.
Real-Time Mapping Updates
Audio Guidance Mode
Step-Free Route Options
Able to add friends who are mutuals, or in your neighborhood,
Critical for accessibility, providing voice-assisted navigation.
Helps users with mobility needs navigate efficiently.
MVP Feature Set
Visualizing their current journey allowed me to pinpoint when and where pain points arose, highlighting moments of disorientation in indoor spaces. This insight underscored the need for more intuitive, context-aware guidance and ultimately informed the decision to explore Indoor AR navigation as a solution; leveraging emerging technology to create a more seamless, responsive user experience.

User Flow
Once the MVP feature set was approved, I created a user flow to clarify how users would discover and interact with the comparison feature.
.png)
Lo Fi-Wire Frames
Blending New Ideas into a Familiar Landscape
After clarifying the user flow, I began ideating the design through low-fidelity wireframes, focusing on how to extend Google Maps' existing AR experience to indoor navigation.
To ensure a seamless user experience, I referenced the current design language and structure. This foundation proved crucial during usability testing, helping users easily spot moments where the flow felt disconnected or out of place.

Design and Branding
.png)
Validate
Usablility Testing
Now that we had a good idea of how the information would be organized on the screen, I began conducting usability tests. The primary goal of this usability test was to identify areas where users experienced uncertainty, encountered design issues, or felt overall confusion.
APPROACH
Methodology​
In-Person & Moderated.
Number
6 partiscipants
Duration​
20 minutes.
Age
18 - 53 years old.
GOALS
01. Validate concept & design decisions.
02. Measure task completion.
03. Discover potential usability issues.
04. Evaluate effectiveness of comparison feature.
OBJECTIVES
Objectives:
Pass/Fail:
Measurable Results:
Evaluate if Indoor Navigation activation is evident to users
2/6
Participants were had trouble finding the indoor navigation on the bottom panel.
Evaluate if searching for a location inside a building is intuitive.
4/6
Room number and destination icons need clearer labeling or visual cues. Accessibility features are well-received but could be even more visible and proactive.
Assess the intuitiveness of the Indoor AR Navigation feature for users
3/6
Participants can easily make a new event on the calendar and edit the calendar with any miss-clicks.
Final Screens: Your AR Journey Begins
Final Screens
.png)
Demo Video

Reflections
Why This Topic?
I chose to design an Indoor AR navigation feature for Google Maps because I was interested in solving a real-world problem: how difficult it can be to find your way through large, unfamiliar indoor spaces like airports, malls, or university campuses. This topic excited me because it pushed me to explore how emerging technologies like AR can bridge digital and physical navigation in a way that feels seamless and human-centered.
Why This Project Challenged Me:
This project challenged me to think beyond traditional screen-based interfaces and consider how context, motion, and real-time feedback impact user experience in physical space. Designing for AR meant balancing clarity with minimalism, and ensuring accessibility while working with limited cognitive bandwidth during navigation. It also required me to adapt an existing, complex design system (Google Maps) without losing consistency or user trust.
Growth as a Designer:
This case study helped me grow as a designer by teaching me how to adapt to platform constraints, design within an established brand ecosystem, and synthesize user research into actionable flows. It also deepened my ability to think spatially, prototype for emerging technologies, and prioritize information hierarchy in high-stress use cases. Most importantly, it reminded me that great design isn’t just about beauty, it’s about reducing friction and enabling confidence in unfamiliar environments.
bottom of page