2017-2018Design & CodeBilly Blue
3D

Virtual Navigation System

Exploring the problems with traditional way finding, and the potential solutions available through digital mediums.

Way Finding
Interactive Design
Innovation

The Problem

Unfamiliar spaces are something we often try to avoid. People like dependable, recognisable locations; memorable landmarks if you will. There's a welcoming comfort when returning to a well-travelled spot, such as grabbing a bite at your local coffee shop, or following a familiar footpath home.

When you have to visit somewhere new, it can be an overwhelming experience - especially if it's a large, multi-level location. Take Westfield Chermside, a sprawling shopping centre housing 486 retailers, over a gross lettable area of 176,585 sqm, which sees on average 17.6 million visitors a year. Quite the maze, if you don't know where you're going.⁠ They even have a concierge desk on each of the main floors.

The challenge with any sizeable location isn't just outdated, or missing signage - it's often the complexity of a non-linear, multilayered environment, inconsistent naming conventions, and the diverse needs of visitors across all walks of life.

Typical solutions offered at many of these complex locations is some kind of 2D map, and/or possibly signposted way finding. The intrinsic downside to this approach is that, put quite simply, the world around us in not a 2D map. Arbitrary or rudimentary flat shapes trying to depict a building, road or other such landmark don't easily translate into what someone sees around them. Not to mention, most 2D maps don't offer a reliable point of reference to the visitor's current location.

Combined, this creates several critical problems:

  • Safety Impact - Emergency response times, and evacuation protocols are hampered if even 1-in-5 visitors can't find the nearest exit
  • Efficiency Loss - Staff spend considerable time helping lost visitors
  • Poor Experience - Visitors are less likely to return if much of their time is focused on figuring out where to go

The Solution

What if we could provide visitors with a virtual 3D walkthrough, that showed the quickest route to their intended destination? Research indicates that short term user recognition develops faster in 3D versus 2D, when navigating unfamiliar spaces. Add to this the psychology theory of how we as humans imitate, or reproduce a performance or act, that is stimulated by the perception of a similar performance or act. That is to say, we see something, and we can more easily repeat it, compared to simply following verbal or written instructions.

The proposed solution would allow visitors to interact with a device, whereby they select an intended destination and then watch as an optimal route is played through a 3D rendering of their current location, travelling from start to finish. What's more, visitors could search for different needs or amenities, or other points of interest. Maybe you have to travel by lift, or you need to find the nearest restroom, or you just want to know where the closest emergency exit is. These and many other locations could be mapped out, and our system would automatically determine the shortest route.

To verify this theory in a cost-effective way, a smaller location, Billy Blue's Brisbane campus, will be used to test this approach, looking for any potential weaknesses, and opportunities for improvement.

Design Process

Research & Discovery

Contextual inquiry sessions with 8 students, and 3 staff members, observing navigation patterns and spatial orientation challenges. Key findings included:

  • 75% of students noted getting lost at the start of a new semester (new class locations)
  • Average time spent by staff helping visitors find something: 24 minutes per shift
  • Classrooms were mostly unmarked, with students commenting that they would follow someone they recognised if they didn't know where to go

Design & Ideation

The design approach centred on three core principles:

  • Cognitive Offloading - Minimal mental effort required for navigation
  • Context Aware - Provide information based on user's location and any specific needs or requirements
  • Simulated Realism - Present a realistic perspective, visual fidelity, and flow of movement in the virtual environment, to increase the success of a repeatable performance by the user

Testing & Validation

Under the time constraints, only a single round of usability testing was performed.

  • Guerrilla Testing (n=5)
    Tested with students to validate the core navigational flow and cognitive load. 2 of the 5 felt the placeholder UI was confusing, but 4 of the 5 believed the campus visuals looked real, and could identify key locations quickly.

Iteration & Refinement

Based on the initial feedback, several refinements were made:

  • Polished UI - Ensured UI elements were clean and clearly distinguishable, grouping similar and like content
  • Improved Lighting - Reinforcing the comments on campus visuals, a proper lighting pass was included as part of the 3D rendering, adding to the overall realism
  • Clear Destination Markers - It wasn't raised in testing, but we wanted to include a more representative indication to show a user had reached their intended destination

The full Brisbane campus model, loaded into Unity
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All 3 floors of the Brisbane campus, with a fully operational navigational mesh
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Initial implementation of the location markers, what the route finding uses as destinations
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very early implementation of the UI, with just the basic endpoints for different destinations
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Configuring the settings for a navmesh agent and attaching cameras
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Testing the navmesh for any weak points or narrow connections
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Setting up the cleaner 3D text destination markers
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Connecting all the different UI elements together and setting screen positioning and layout
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Visual Design

Title screen for the Brisbane campus, 1st floor
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Title screen for the Brisbane campus, 1st floor

Destination reached
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Destination reached

Title screen for the Brisbane campus
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Title screen for the Brisbane campus

I want to go here, show me the way
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I want to go here, show me the way

Impact & Results

What Went Well

  • User confidence in spatial awareness and navigation improved
  • Reduced user friction by asking a device for directions, versus a member of staff
  • Staff saw the benefits and potential time-savings
  • Feedback was generally positive

What Could be Improved

  • There was a clear need for "on-the-move" navigation, rather than delivered via a fixed location
  • Searchable functionality for larger, more complex locations

Next Steps

  • Feasibility study needed for "mobile" implementation (bluetooth beacons, GPS tracking, wifi router location tracking)
  • Investigate advancements in photogrammetry for streamlined 3D asset creation
  • Approach corporation/entity to gauge potential future interest and funding