H u m b e r
B o o t h

Interactive and immersive experience to introduce Humber’s program

 

 
 
 

Feature

The objective: To create an attractive and interactive experience for potential new student and their family and introduce the school's various programs.
My role: One of the main designs in research, wireframe creation, high-fidelity, prototype, and align design with the project goal.
My process: Conduct user research and personal, iterating design based on feedback and research. Conduct user experience flow, emphasize people's problems, and collaborate with team members to improve the design.

Visit the website

 

SERVICE

Digital product design

INDUSTRY

Educate

LOCATION

Canada

 
 

Marketing

Humber has done a good job of telling its story through all platforms and has maintained a consistent narrative. However, after our research, we found a few strategies that can be used to improve user experience and overall reach.


  • Analyzing User Demographics: Tailoring content to the audience's preferences across different platforms.

  • Content Customization: Adapting materials to exploit each platform's unique strengths—visuals for Instagram, detailed content for YouTube, and professional news on LinkedIn.

  • Enhancing Engagement: Increasing interaction with the audience through comments and direct messages.

  • Leveraging Analytics: Using social media analytics to stay relevant and assess content effectiveness.

 
 
 

The problem

Humber wants to apply new technology to help attract more potential students and parents in more informative ways. The booth had a long waiting line last year, with many people wanting to try out the booth mini-game which only lasted a few minutes.

The solution

For the Humber Event Booth’s design, we're elevating the public event experience by combining the showcase of our programs with digital information systems and augmented reality (AR) experiences. Our setup is designed not just to draw attention but to engage visitors. As they wait in line for the interactive screens, attendees can immerse themselves in AR experiences and understand more of career paths within Humber. This dual approach ensures that every moment at our booth is an opportunity for visitors to explore detailed information on various professions, industry trends, and educational programs, making their wait time a part of the immersive journey.

 
 
 

User flow

 
 
 

After conducting multiple phases of thorough user research, which included the creation of a detailed visitor journey map, the final user flow ultimately guided us to the development of our current design system. Additionally, the team made the decision to divide the booth into distinct stages as part of the ongoing process of discovering more about Humber and its offerings.

  • The front desk is for people waiting to enter the booth. Here, they can get a QR leaf that allows them to relive the experience at home.

  • The middle section features a fun scanning area where visitors can use their phone cameras to explore a 3D environment and learn more about the school program.

  • The wall section has an interactive screen that provides more details about the school application and study process.

 
 
 

Prototype for AR experience

After multiple versions of the wireframe and prototypes to design the optimal amount of information that should be showcased in the AR experience before visitors read more details on the interactive screen, we arrived at the final prototype. By presenting digestible information and making the reading process more interactive, visitors can have unique experiences with each activity. With AR technology, visitors can take the brochure home and be reminded of Humber each time they interact with it.