Bush Tucker Trails
UX RESEARCH | UX DESIGN | USER TESTING | CRITICAL REFLECTION
.png)

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
.png)
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
.png)
.png)
-
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

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

-
Features Roadmap
.png)
-
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
.png)
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
.png)
.png)
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.




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.