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Product Design · Mobile · 2024

Self-Directed Concept Project

Ọna

A wayfinding and orientation experience for first-year international students

The problemInternational students were arriving to a campus they had never seen with orientation information scattered across six systems — the problem was not missing content, it was missing sequence.

Ọna wayfinding app shown on a phone with a glowing yellow route across a campus map

Timeline

  • 14 weeks · Jan – Apr 2024

My role

  • Lead Product Designer & Research Lead

Skills used

  • User research
  • Information architecture
  • Interaction design
  • Service design
  • Usability testing
  • Content strategy

Tools used

  • Figma
  • FigJam
  • Maze
  • Notion
  • Mapbox
  • Principle

Outcomes

Designed to

reduce first-year wayfinding time through clearer spatial cues and progressive disclosure

6 → 1

fragmented information sources consolidated into a single sequenced arrival flow

4 phases

a time-based structure replacing department-led navigation

Why

Why the client needed this

Client · University Student Services & International Office

Student Services was measured on first-term retention, and their own exit surveys showed that international students who struggled in week one were significantly more likely to disengage by November. They had already invested in content — PDFs, portal pages, printed maps — and were seeing no lift.

They needed a solution their two-person communications team could maintain without a developer, and evidence strong enough to defend the spend to a budget committee. That shaped both the CMS-backed build and the measurement plan I attached to it.

Role

What I personally did

My responsibilities

  • Owned the research plan end to end: recruitment, interviews, contextual walkthroughs, diary study, synthesis
  • Defined the information architecture and the four-phase arrival model
  • Designed every screen, flow, and interaction state; built the 46-component Figma library
  • Ran three moderated usability rounds and all unmoderated Maze tests
  • Wrote the in-product copy and the editorial rules for student services
  • Led design through build as embedded design lead with a two-developer team

Team · Two developers (React Native), one student services lead, one content editor. I was the only designer and the only researcher on the project.

Decisions I owned

Reorganised by time, not department

I removed the university org chart from the interface and rebuilt the structure as a four-phase timeline. This was mine to argue for and it was contested — it meant no department owned a tab.

Rejected gamification

Leadership asked for badges and points. Testing showed students found it patronising under stress, so I proposed an ambient completion arc instead and brought the session clips to defend it.

Peer voice beside official content

Research showed students trusted peers over institutions. I designed returning-student voice notes into the official product rather than treating credibility as a copy problem.

01

Challenge

A self-initiated project exploring wayfinding design for international students.

Every September, thousands of international students arrive on a campus they have never physically seen, in a city they do not yet know, with a week to locate their classes, their health card, their bank, and their people. Orientation content exists — but it is scattered across PDFs, portal pages, printed maps, and word of mouth.

The real problem is not missing information. It is that information arrives without sequence, without context, and without any sense of what matters first. Students told me the same thing in different words: they did not feel lost on a map, they felt lost in time.

Fragmented sources

Critical arrival tasks were spread across six different university systems with no shared order.

No physical anchor

Digital maps assumed familiarity with building codes that new students had never encountered.

Invisible deadlines

Time-sensitive steps like enrolment and health coverage were buried in email threads.

02

Research

I ran semi-structured interviews with international students from several countries, contextual walkthroughs following students on their real first-day routes, and a short diary study across the opening weeks of term. I also audited public orientation touchpoints to map what institutions think they are communicating.

Affinity mapping surfaced three insight clusters that reframed the brief from 'build a better campus map' to 'design an arrival sequence'.

Goal

Reduce the cognitive cost of the first two weeks so students can spend energy on belonging, not logistics.

Insight 01

Students trusted peers over institutions. Any official tool needed a visible human voice to be believed.

Insight 02

Anxiety spiked at transitions — leaving a building, changing modes of transport, entering an office.

Insight 03

Progress was invisible. Students could not tell whether they were on track or falling behind.

Affinity mapping session with clustered sticky notes on a dark table under warm lamp light
Affinity mapping research quotes into three insight clusters.

03

Design Process

I started with the information architecture rather than screens. The arrival journey was modelled as a timeline of four phases — Before You Land, First 48 Hours, First Week, First Month — with every task attached to a phase instead of a department. That single restructure removed the institutional org chart from the user experience.

From there I sketched fast and low: over ninety paper frames, narrowed to three competing navigation models. Tab-first, map-first, and timeline-first prototypes went into a comparative usability round. Timeline-first won decisively on confidence, but participants still wanted the map one tap away, so the final model nests a live map inside each timeline step.

Three iteration cycles followed. The biggest design decision was to make progress ambient rather than gamified: a subtle completion arc instead of badges, because students found points systems patronising in an already stressful moment.

Iteration 01

Tab navigation tested well for browsing but failed for sequencing — users could not tell what to do next.

Iteration 02

Timeline model introduced. Task completion rose, but the map felt buried two levels deep.

Iteration 03

Map surfaced inline per step; step cards reduced to one primary action each.

Row of low-fidelity mobile wireframe sketches pinned on a dark wall with yellow markers
Lo-fi frames from the second iteration round, annotated after testing.

04

Development

I built the high-fidelity prototype as a component-driven Figma system with variables for theme, spacing, and state, then handed off to a two-developer build team while staying embedded as design lead. The pilot app was assembled in React Native with Mapbox for routing and a headless CMS so the student services team could edit steps without a release.

My workflow was two-week cycles: research readout on Monday, design studio midweek, prototype in Maze on Friday, build-ready spec the following sprint. Design tokens were exported directly from Figma variables so the interface stayed in sync as the system grew.

Design

Figma variables, auto-layout components, 46-component library.

Build

React Native, Mapbox GL, Sanity CMS, Expo for pilot distribution.

Validate

Maze unmoderated tests, moderated sessions, two-week diary study.

Dark design system board showing type scale, yellow accent swatches and component states
The Ọna design system: one accent, one radius, three surface levels.

05

Final Solution

Ọna opens on a single question — what do I need to do today — and answers it with one card. Each card holds the task, the place, the time cost, and a route that unfolds inline. The interface holds back everything not needed in that moment, which is the entire design thesis.

A quiet completion arc tracks the arrival journey across four phases. Peer voice notes from returning international students sit beside official instructions, giving the institutional content the human credibility research said it needed.

Final Ọna interface showing a routed campus walk with step-by-step directions
Final interface: one task, one route, one decision at a time.

06

Reflection

The lesson I keep returning to is that structure is design. The most valuable output of this project was not a screen, it was the decision to organise arrival by time rather than by department — a communications judgement as much as a design one.

If I ran it again I would recruit for emotional state, not just demographics; the students under the most stress were the hardest to reach and had the most to teach me. Next, I want to test a lightweight offline mode for students without data on arrival day, and explore how the timeline model could extend to graduate researchers and newcomer families.

Process

Process documentation

The artefacts behind the final screens — sketches, architecture, wireframes, and the iterations that were rejected along the way, with the reasoning attached to each.

Open sketchbooks on a dark desk covered in hand-drawn mobile wireframes with yellow highlighter notes

Stage 01 · Sketching

Ninety paper frames before a single pixel

I sketched every arrival moment by hand first — cheap enough to throw away. Highlighter marks show where a frame collapsed under its own information, which is how the one-task-per-card rule emerged.

Information architecture diagram showing tasks reorganised into four arrival phases

Stage 02 · Information architecture

Restructuring by time instead of department

The sitemap was rebuilt so every task hangs off one of four arrival phases. This diagram is the actual decision record: the org-chart branches on the left were deliberately dissolved.

Row of low-fidelity mobile wireframes pinned on a dark wall with yellow marker annotations

Stage 03 · Wireframing

Lo-fi frames, annotated after each test

Mid-fidelity frames were kept intentionally grey so feedback stayed on structure. Annotations record what failed, not what shipped — buried map, competing calls to action, unclear next step.

Three mobile screen iterations side by side showing navigation evolving from tabs to timeline with inline map

Stage 04 · Iteration

v1 tabs → v3 timeline → v9 timeline with inline map

Three navigation models were prototyped side by side. Tabs supported browsing but not sequencing; the timeline fixed sequence but buried the map; the final model nests a live map inside each step so orientation and instruction share one screen.

Dark design system board showing type scale, yellow accent swatches and component states

Stage 05 · System

From decisions to a documented system

Each resolved decision became a token or component with defined states, so the rules discovered in testing were enforced by the system rather than remembered by a designer.

07

Challenges I overcame

Reaching the students who needed it most

The most stressed students were the least likely to answer a research invitation. I switched recruitment to in-person intercepts at the airport shuttle and the enrolment queue, which changed both the sample and the findings.

Stakeholders wanted their own tab

Six departments each expected top-level placement. I ran a card-sorting session with them using real student quotes, which shifted the conversation from ownership to sequence.

Content that would go stale in a term

A static build would have been outdated by January. I specified a CMS structure and wrote an editorial guide so non-technical staff could update steps without a release.

08

Intended impact

Ọna is designed to shorten the arrival journey by cutting the number of places a student has to look and the number of decisions they have to make in any single moment. Progressive disclosure means one task, one route, one action per screen — the structural change that should make the first week feel navigable rather than overwhelming.

The four-phase model is deliberately platform-agnostic: the same sequence is intended to carry into printed orientation material and welcome email flows, so a student meets one consistent order wherever they encounter the content.

Before and after comparison
MeasureTodayDesigned for
Systems a student has to visit61
Top-level structureDepartment tabsFour-phase timeline
Primary actions per screenMany, unrankedOne
Progress visibilityNoneAmbient completion arc
Wireframe exploration frames
Wireframe exploration
Information architecture sitemap diagram
Information architecture
Research synthesis session
Research synthesis
Design system components
Design system

Explore the work

Open the artefacts directly — prototype, live site, documents, video, and before/after comparisons behind Ọna. Each opens in an in-page viewer.