TURISTA

PROBLEM

Sweden's historical landmarks aren't always engaging to visit, especially for tourists exploring their own country. The opportunity was to make visiting them more interactive and fun through augmented reality, for users of all ages and technical comfort levels.

CONCEPT

Turista makes Sweden's cultural heritage more engaging through AR. The prototype focuses on a real site, the Sigurd rune carving. It lets visitors decode history rather than just read signs, through an AR rune translation, a location-based scavenger hunt, and a familiar map balancing immersion with authenticity and accessibility.

MY ROLE

Turista was a collaborative project by a team of three. Within it, I contributed to the user research and built the final digital base prototype. I also led the structure of the evaluation process, designing how each prototype dimension was tested.

THE PROCESS

01 / RESEARCH

Research followed a participatory design approach, involving the target audience throughout. A survey of 33 respondents explored how people travel in Sweden: their patterns, preferences, and pain points. It showed a clear appetite for digital, engaging, and interactive experiences, which moved the project from a broad, divergent exploration toward a convergent direction.

A competitive analysis of existing museum and AR apps mapped how others structured navigation and interaction. In parallel, a teammate visited the Sigurd rune carving in person, photographed it, and gathered its history and background, so every piece of content in the prototype was real and specific to the site rather than placeholder.

The team also grounded the design in academic research on gamification, AR, and game mechanics. Studies showed that gamification and AR significantly improve cultural-heritage learning and engagement (Garcia et al., 2024; Hincapié et al., 2021), while stressing a balance between education and entertainment, and cultural sensitivity. This directly shaped a core principle that AR should enhance the history, not overshadow it.

Target audience:

  • Swedish tourists travelling within Sweden.
  • Users of all ages with varied technical experience levels.

Below are the survey findings and the four personas that narrowed the project's focus:

Features Prioritization

02 / DEFINE

From the research, four personas were built, each representing a different age group and need, from a 12-year-old who wants history to feel like a game, to a 64-year-old who values simplicity over high-tech. They spanned a wide range of technical comfort, and included a visitor with sensory and accessibility needs.

Designing for all four is what pushed the app toward familiar, accessible interaction alongside its AR features, ensuring it worked for young, tech-comfortable users and older or less tech-confident ones alike.

Below are the four personas that shaped the design:

Sarah persona Emma persona

03 / EXPLORATORY PROTOTYPING

The divergent phase used rapid, low-cost prototypes, paper, transparent overlays, and Wizard-of-Oz AR simulations, each built to answer a specific design question and tested across age groups, from young children to a 61-year-old. Each prototype produced a finding that shaped the final design:

  • Traditional map navigation. Do different ages find a familiar, Google-Maps-style map engaging enough? A younger user found it intuitive and familiar; an older user found it easy but wanted bigger icons and more guidance.
  • AR navigation. How do different ages experience navigating with AR? The younger user was curious and engaged; the older user was doubtful, finding it tiring to hold the phone up and potentially too complex.
  • AR authenticity. Can it be immersive and authentic at once? Younger testers found Vikings shown in the real environment engaging and credible, and asked practical questions, such as how it behaves in the dark or rain.
  • Analog AR game. Can AR gameplay engage without advanced tech? Children engaged enthusiastically with moving paper icons to collect points; the teenager wanted more scoring complexity; adults wanted clearer instructions.
  • Rune translation overlay. Can we improve understanding of runic script? The "discovery moment" when the translation appeared delighted testers of all ages, children loved uncovering something hidden, and an older tester valued its simplicity and accessibility.

Findings: younger users embraced AR, while older users wanted simplicity and guidance. That split is exactly why the final design balanced both, immersive AR for those who want it, and a familiar map with audio for those who don't.

Below are the exploratory prototypes tested across age groups:

Sarah persona Emma persona

04 / BASE PROTOTYPE

Before building the final AR prototype, a base prototype was created in Figma to test how everything worked together. It used the filter dimensions functionality, data, appearance, and spatial structure (Lim et al., 2008), with high interactivity and resolution and medium-to-high fidelity, to explore the experience as a whole rather than in separate pieces.

Testing showed that much of the prototype matched users' conceptual model (Norman, 2011): the map, categories, and reward system were easy to understand because the icons and behaviours felt familiar. Two clear gaps emerged, though, the app needed an introduction to give users a basic idea of what to do, and the storytelling needed to be broken up in a more engaging way.

Below is part of the Figma base prototype used to test the full flow:

Wireframes The House

THE DESIGN

The final prototype works in two modes, on-site and digital, so people can experience the heritage whether or not they can physically visit, answering the survey finding that time and distance stop many people from going. Its core features:

  • Map of Sweden's cultural heritage: a familiar starting point and overview.
  • Choose on-site or digital: flexibility based on time and location.
  • AR rune translation: decode the Sigurd carving, the authentic, standout feature.
  • Scavenger hunt: motivation and exploration on-site and digitally.
  • Read or listen to stories: inclusive for visual or hearing needs.

Swipe through the final prototype below:

HONEST LIMITATION

Although the prototype maintained strong visual and structural consistency, transitions between the main app (Figma) and the AR functionality (Adobe Aero) caused slight user disruptions, due to load time and context-switching between the two tools. A real constraint worth naming, and something a production build would need to solve.

WHAT I LEARNED

  • Collaboration is a skill in itself. Working in a team meant communicating ideas clearly, listening to others, and compromising. When we disagreed, laying out the pros and cons of each idea was the most useful way to decide which direction to take, turning disagreement into a way of pressure-testing the design rather than a deadlock.
  • User feedback is essential. Iterative testing continuously refined both the concept and its execution.
  • Design for all. A truly intuitive interface has to account for users of every age and technical ability.