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Bush Tucker Trails

UX RESEARCH | UX DESIGN | USER TESTING | CRITICAL REFLECTION

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Overview: Design an innovative mobile experience that uses geo-location technology to help users engage with their physical surroundings.

 

Role: UX Researcher, UX Designer. UX Tester.

 

Toolkit: Interviews, Observation, User Journey Mapping, Prototyping.

UX Research

Overview

  • Background 

    • Purpose: An immersive mobile app for migrants to improve English, make friends, and explore Sydney.

    • Core Feature: Geo-location reveals hidden Bush Tuckers inspired by traditional Aboriginal food sources.

    • Challenges: Users complete tasks to practice English, learn about Australian culture, and connect socially.

    • Exploration: Encourages visits to iconic locations across Sydney.

  • Research Goals

​​

How might we design an innovative mobile experience that uses geo-location technologies to connect users with their physical surroundings?

  • Methodology (Double Diamond Approach)​

    • Competitive Analysis

    • User Interviews

Double Diamond Approach

I completed three iterations during the Develop & Deliver phases

I completed two iterations during the Discover & Design phases

A3

A2

A1

Competitive Analysis​​​​

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User Interviews

  • Background 

5 people were interviewed. All of the people interviewed were new migrants to Sydney, recently moved to Sydney (within 1–3 years). This included international students and well as expat professionals.

  • User Characteristics

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  • Research Findings

Language

Connection

Environment

Provide opportunities for migrants to practise their English in an environment that is non-intimidating and supportive.

Create opportunities for migrants to meet and interact with others who share similar backgrounds or experiences.

Motivate migrants to explore their new surroundings and discover key places.

Persona

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Stephanie Chan

Age: 20

Occupation: Student

Country of Origin: China

First Language: Mandarin 

English Proficiency: Upper-Intermediate

About

Stephanie is a freshman who has only been living in Sydney for half a year. Although she has been taking actions to better fit in such as improving ​language skills and participating in school activities, she still feels a lot of uncertainty about her future life in Australia. She senses a constant information gap between herself and her environment.

Goals

  • Building a reliable peer social circle

  • Connecting to new environment 

  • Learning English proficiently 

Frustrations

  • Trouble communicating with language barrier 

  • Limited social networks and difficulty forming friendships

  • Difficulty understanding local laws and customs

Needs

  • Making more friends to feel connected and embraced

  • Seeking consistent language learning opportunities

  • Getting familiar with Australian culture and customs 

UX Design

Prioritisation

  • Project Goals

 

While the app's business goals focus on increasing engagement and building community, the diagram helped me gain a deeper understanding of user needs and how they align with the project's objective to create an innovative, culturally enriching experience.

Business Goals​

Project Goals​

User Goals​

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  • Features Roadmap

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  • Information Architecture

User Flows

I've created user flows for the key user experiences on the application to illustrate how users navigate through the app to achieve their goals effectively. These flows highlight the primary interactions, touch points, and decision-making pathways, ensuring a seamless and intuitive experience for the target audience.

Legend

START /

END

USER DECISION

PAGE

USER INPUT

  • User Flow #1 - Playing Mate Tucker. The user locates and plays a Mate Tucker game.

Home / 

Map​

Search for nearby Tuckers

Map page

Close popup

Select Mate Tucker

Mate Tucker window

Select 'Play'

Select 'Play'

Select '?'

Game overview page

Select friend to play with

Choose a Mate

Searching for a friend...

Explore the exhibit

Game page

Select info icon

Read game info

Exit info page

Game page

Completed

Congratulations page

Take photo

  • User Flow #2 - Play Aussie / Language Tucker. Users can browse through the museum's galleries, locate their chosen gallery on the map, and save it to their favourites for easy access.

Close popup

Select '?'

Home / 

Map​

Search for nearby Tuckers

Map page

Select Aussie Tucker

Aussie Tucker window

Select 'Submit'

Input answers

Game page

Select 'Play'

Completed

Customer Journey Map

Storyboard

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UI Design

Brand Identity

For the logo, I incorporated a leaf to symbolise nature, reflecting the core theme of the app—exploration, cultural heritage, and connection to the land. The leaf not only represents Australia’s diverse natural environment but also pays homage to traditional Aboriginal knowledge and the use of native plants in bush tucker.

UI Components

Here, I’ve outlined the key elements for my high-fidelity wireframes. I began by selecting the color palette and typography, then proceeded to design buttons, cards, modal templates, and developed a custom set of icons.

  • Colours

Using these colours evoke a sense of calmness, positivity, and balance, which are essential elements in promoting mental well-being.

PRIMARY

#85C872

#285A84

SECONDARY

#FF6F2D

#FF0E0E

BACKGROUND

#2F2F2F

#D9D9D9

#FFFFFF

  • Typography​

  • Buttons​

H1 

Headline 1

H2

Headline 2

H3

Headline 3

H4

Body

H5

Subtitle

  • Navigation

  • Input

High-fidelity key screens

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Usability Test

Prototypes

To start, I kicked off testing with a low-fidelity paper prototype, inviting five participants to explore the initial concept. Their input helped confirm feasibility and pointed out key areas for improvement.

Next, I moved on to a printed prototype, focusing on readability and navigation. This version smoothed out early usability issues and improved flow.

For the final round, I transformed the design into a high-fidelity, interactive prototype. This step focused on refining clarity, enhancing usability, and polishing the visual design. 

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Iteration 1

Iteration 2

Iteration 3

Outcome

I’ve tested my two tasks on 7 people. Age range of the participants: 21-50 y/o. All the tests have been conducted in person using the Think-Aloud protocol and post-testing interviews. 

I’ve analysed results from user tests and sorted usability feedback into a 2x2 diagram. From there, I’ve identified patterns and consequently decided on what changes to make. 

WORKED

CHANGE

QUESTIONS

IDEAS

Chat feature was simple and effective

Bush Tucker designs are engaging

Map interface was easy to use

Highlight Tucker on map upon selection

Disable Submit button until task is complete

Display player avatars on Mate Tucker page

Can I play with multiple friends?

Where do I find my scores and level?

How do I go to homepage?

Onboarding guide or helpful tips for first use

Progress indicator for tasks

Mark completed challenges

Where can I learn about the game rules? 

How do I know if I’ve completed the task?

What happens if I leave the challenge halfway?

Am I supposed to tap on this icon to continue?

Challenge replays

Highlight Tucker on map upon selection

Reward notifications

Iterations

Thanks to usability tests, I’ve identified three major iterations to my original design:

  • I've added user profile images on the Mate Tucker game so users can see why they're playing with.​

Miranda View
Sara View
  • Some users tried to submit the Language and Aussie Tucker tasks before they had completed them, so I disabled the Submit button until all the answers had been filled in.

  • To help users navigate the map more easily, I highlighted nearby Bush Tuckers when selected.

Prototype

Key Takeaways

  • Challenge

  • Creating a clear and user-friendly map interface with minimal clutter.

  • Ensuring important actions (e.g., starting a challenge, joining a meetup) were easily accessible and intuitive.

  • Balancing informative UI elements with an uncluttered, enjoyable experience.

  • Providing feedback in real time (e.g., task completion, earned rewards) without overwhelming the user.

  • Lessons Learned

  • Highlighting selected elements on the map improves user orientation and navigation.

  • Clear button design with distinct colours and labels enhances usability.

  • A well-organised navigation system (e.g., persistent bottom navigation) simplifies task switching.

  • Early feedback on UI wireframes helped refine core interactions before development.

Contact Me

If you have any questions or comments, please contact me via email or phone, or send me a message using the contact form.

Email

tamararosic1@gmail.com

Mobile

(+61) 402466558

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