02
0 -> 1 app launch
Overview
FactorEarth Explore publishes cultural and natural heritage content and experiences using a mixed reality interface. I began working on the project in September 2019, as a consultant to develop initial UX artifacts and create a high-fidelity proof of concept. I later joined the team as the lead designer, UX researcher, and led product sales and marketing efforts. The app has been live since July 2021.
The Problem
FactorEarth Explore was conceived to transform how users engage with historical locations through augmented reality (AR). The goal was to create an immersive, educational, and interactive experience that would captivate users and make history feel more tangible. From the outset, the challenge was to craft a comprehensive app that not only integrated cutting-edge AR technology but also addressed user needs in a way that made historical exploration intuitive, personalized, and meaningful.
Why it Mattered
FactorEarth Explore redefined how users engage with historical locations, making exploration more immersive and interactive. By leveraging AR technology and user-centered design, the app transformed passive learning into active participation, deepening users' connection to history. Its accessibility and adaptability ensured that a broad audience, from educators to casual tourists, could benefit from an engaging and educational experience.
"Celebrate the power of place."
Approach
Research and Conceptualization
The development of FactorEarth Explore began with an in-depth exploration of the emerging field of AR in education and cultural content. I conducted extensive research into how users interact with AR, particularly in educational settings, to ensure the app would be both engaging and user-friendly.
Reviewed academic journals and conference proceedings to explore the psychology of AR interactions and best practices for designing educational AR experiences.
Investigated existing case studies and research on AR design to inform interface development and enhance user experience.
Conducted interviews with key user groups (educators, tourists, and history enthusiasts) to gather insights on user needs and preferences.
Initial Research & Design Findings
"Realms of Experience"
The Explore app was guided in many ways by the Experience Economy model developed by Pine and Gilmour. Their work describes an approach for product-ifying an experience that resonated with our goals and needs for the app. In most instances, the information we would be sharing would be new to the user. How it would be delivered and consumed would be critical for them to absorb it. The interface of the app displays content about what the user is seeing in the world around them, using AR to combine education and escapism.
Pine, B.J., & Gilmour, J.H. (n.d.). The experience economy: work is theatre & every business a stage. Boston, MA: Havard Business School Press.
2. User-Centered Design and Wireframing
Using the insights from research, I moved into designing wireframes and prototyping. Early iterations focused on refining the app’s core navigation, ensuring that the user journey was smooth and intuitive. The wireframes emphasized simple interaction paths and clear instructional prompts for AR content.
Wireframe
Solution
1. Creating Seamless AR Interactions
The FactorEarth Explore app used augmented reality and panoramic images to make cultural heritage content more engaging and accessible. This approach helped institutions with limited resources share their content more effectively while creating a dynamic learning experience for users.
Leveraged AR technology to bring cultural content to life.
Addressed accessibility challenges by making historical exploration widely available.
Enhanced engagement through interactive storytelling and immersive experiences.
Prototype Screens
2. Designing for Educators & Tourists
From the beginning the goal of FactorEarth was to make cultural content more accessible to the public. In addition to providng an AR platform to educators, we also offered custom lessons that could guide teachers bringing FactorEarth to the classroom.
Partnered with subject-matter experts to create educational resources.
Customized content for various age groups to enhance learning outcomes.
Aligned materials with state standards to ensure classroom relevance.
Classroom Handouts
3. Accessibility & Inclusivity
I prioritized a WCAG-compliant design system to ensure inclusivity and usability for all users.
Applied high-contrast colors and readable typography for visual clarity.
Designed all icons and interactive elements to be large enough for easy interaction on mobile devices.
Icon Style Guide
cOLOR sYSTEM
cARD cOMPONENTS
Pitching & Marketing the App
I developed a compelling presentation and marketing strategy to drive investor interest and user adoption.
Created investor pitch materials highlighting the app’s AR technology, educational value, and accessibility.
Developed a marketing strategy tailored to both casual users and educators.
Designed promotional materials showcasing the app’s immersive historical exploration features.
Positioned the app as both an engaging digital experience and a valuable educational tool.
Individual Adventure Promotion
Conference Handouts
Product Landing Page
Results and Impact
After the app’s launch, several key outcomes were realized:
Redefined user engagement with historical locations, transforming exploration into a more immersive and interactive experience.
Leveraged AR technology and user-centered design to shift from passive learning to active participation.
Ensured accessibility and adaptability, making it suitable for a broad audience, including educators and casual tourists.
Supported educators by providing new ways to share history in classrooms and offering classroom activities to enhance learning.
Helped local museums and historical societies reach new audiences and extend their educational impact.
Reflection and Next Steps
Creating FactorEarth Explore from the ground up was an incredibly rewarding journey. I played a pivotal role far beyond just design. From the very beginning, I researched the core idea of AR for museums, ensuring it was grounded in a deep understanding of both technology and user needs. I led a cross-functional team through all stages of development, from ideation and prototyping to testing and final implementation.
My involvement spanned not only design but also critical problem-solving, stakeholder communication, and strategic decision-making to ensure the app met both user expectations and business goals. Through extensive research, iterative prototyping, and continuous user feedback, we created an app that seamlessly blends immersive historical exploration with practical educational tools.