All work

CASE STUDY · MSc COURSEWORK · MIXED REALITY

CAMPUS QUEST

Can a campus teach its own history? A location-based trivia game where the buildings are the clues.

PROBLEM

People walk past Jubilee Campus buildings every day without knowing who they are named after or why they matter.

MY ROLE

Solo project: research, concept, game script, Artcodes, interface design, prototype and on-site testing.

METHODS

Site visits and desk research, ideation cards, storyboarding, Figma and Artcodes prototype, Wizard of Oz audio, field testing.

TIMELINE & TOOLS

Jan to May 2023, MSc HCI, University of Nottingham · Figma, Artcodes, Sketchbook, text-to-speech

4

hand-drawn Artcodes, three of them real campus buildings

13

frames in a clickable Figma prototype

1

participant tested on site, with consent

2

issues found: slow response and failed scans

Open Figma prototype

ON THIS PAGE

The brief

Research

Ideation

Player journey

The design

Decisions

Artcodes

Building it

Testing

Reflection

THE BRIEF

The module asked for a working mixed reality prototype, built without writing code, that blends a physical place with a digital layer. I chose Jubilee Campus at the University of Nottingham and designed around locative media: the real campus carries the experience, and the phone adds the story.

Campus Quest is a scavenger hunt. Players walk between real buildings, scan a code at each one, listen to a short audio clip about its history, and answer a question to unlock the next location.

WHO IT IS FOR

New students getting to know the campus they will spend years on

Visitors such as families and international guests, for whom the game doubles as a friendly introduction to the university

CONSTRAINTS

No programming: everything had to work with design tools and off-the-shelf apps

A real campus: codes had to be easy to spot, a sensible walk apart, and not get in anyone’s way

Figma prototypes can’t play audio

One person doing research, content, design and testing

GETTING TO KNOW THE SITE

I visited Jubilee Campus several times to study its buildings, open spaces, landmarks and daily routines, then filled the gaps with desk research: the university website, campus maps and virtual tours. I was looking for two things: what makes the place worth exploring, and what could get in the way of a game played on it.

What I found

What it meant for the design

The campus sits on the former Raleigh bicycle factory site and its buildings are named after people with a story

History becomes the content: each stop tells the story behind a building’s name

Award-winning modern architecture, a lake and green spaces

Landmarks are easy to recognise, so the route and the codes can be built around them

Families, international visitors and prospective students are a natural audience, and the game could double as a marketing tool

Content has to make sense to someone who has never been on campus

Risks: accessibility for all players, balancing learning with fun, puzzle difficulty, and disrupting people who study and work there

Keep puzzles short, give clear instructions, and keep the route to a few stops

FROM IDEA TO STORYBOARD

I used the module’s Mixed Reality Game Cards to test the concept from three angles: Opportunity cards to build on, Question cards the design had to answer, and Challenge cards to plan for. These are the twelve I chose.

The twelve ideation cards I used: four Opportunity, four Question and four Challenge cards (hover to pause)

WHAT EACH SET OF CARDS DID

Opportunity cards (Alternate Reality, Collaboration, Exploration, Strong Narrative) shaped the core idea: a story-led quest played on the real campus.

Question cards (Beginning and End?, Core Concepts?, Experience Flow?, Theme and Story?) set where the game starts and ends, and how it flows from stop to stop.

Challenge cards (Unclear Instructions, Feature Creep, Disruption, Noise) led to instructions at the start, a short route, quieter spots, and plans for subtitles.

STORYBOARD

My storyboard: eight scenes

Slide 1Slide 2Slide 3Slide 4Slide 5Slide 6Slide 7Slide 8

My storyboard, scene by scene. Use the arrows to move between scenes, or hover to pause.

The storyboard imagined more than I built. When it came to building, I kept the core loop (introduction, puzzles, trivia, locative media and a conclusion) and left the map, the mystery and multiplayer for later, which is exactly what the Feature Creep card warned about.

THE PLAYER JOURNEY

Here is the hunt from the player’s side: what they do at each stage, and which screens support them.

Stage

What the player does

Screens

Get started at the campus entrance

Opens the game, chooses a difficulty and reads how to play

Start, Difficulty, Instructions

Find the next building

Listens to the clue and walks to the named building, looking for its Artcode

Audio clue

Scan and listen

Scans the Artcode and hears the story behind the building

Location

Solve and move on

Answers a puzzle or trivia question about what they just heard

Challenge

Finish the quest

Completes the final stop at the Jubilee Sports Centre

End

Testing later showed that “Scan and listen” was the weak point: the phone failed to scan several times, and the prototype was slow to respond.

THE DESIGN

THE GAME LOOP

Listen: an audio clue sends the player to a named building.

Scan: they find the Artcode near the entrance and scan it with their phone.

Learn: a short audio clip tells the story behind the building.

Solve: a question checks what they heard and unlocks the next clue.

USER FLOW

13 frames in Figma

BEFORE THE HUNT

1

Start

Title screen

2

Choose difficulty

Easy, medium or hard

3

Read instructions

How to play

AT EACH STOP

Repeats at each of the 3 building stops

4

Audio clue

Where to go next

Walk and find the Artcode

In the real world

Scan the Artcode

Artcodes app

5

Location

Story of the building

6

Challenge

Puzzle or trivia

AFTER THE LAST STOP

7

End

Quest complete

Screen in the prototype

Happens in the real world

User flow: the 13 Figma frames as one journey. The middle loop repeats at each of the three building stops.

Slide 1Slide 2Slide 3Slide 4

The final screens, in order of play

The route: four stops across Jubilee Campus (the entrance plus three buildings), with a challenge at each building. Click the map to open it full size.

Stop

What the player hears

Challenge

Campus entrance

A welcome and the first clue

Head to the first building

Djanogly Learning Resource Centre

The story of Sir Harry Djanogly

Unscramble “GYJONDAL GROUP” into the company he founded

Sir Colin Campbell Building

A former Vice-Chancellor of the university

Trivia: what he did for Jubilee Campus

Jubilee Sports Centre

The final clue

Trivia: how many badminton courts the centre has

KEY DESIGN DECISIONS

Artcodes instead of QR codes: Artcodes can be drawn as pictures, so each code could show the building it belongs to and double as a hint. The trade-off: scanning proved unreliable in testing.

Audio for the story: audio cues tell players where to look, so the campus itself guides them. The trade-off: audio is easy to miss in noisy spots, so I planned subtitles or visual cues.

Wizard of Oz for the audio: Figma can’t play sound, so I played each clip myself at the right moment. It let me test the full experience without writing code.

Four stops, three challenges: a short route keeps the walk manageable and the game focused, following the Feature Creep card.

Instructions before the hunt: players learn the rules once, at the entrance, so each stop can stay short.

Test where the game lives: testing on campus, at the real stops, shows problems a desk test would hide, like codes that won’t scan on site.

CODES THAT LOOK LIKE THE CAMPUS

Artcodes are visual codes that the Artcodes app recognises by their structure rather than a fixed pattern, so they can be drawn as pictures. Instead of placing QR codes around campus, I drew three of the codes as the campus buildings they belong to, and one as the university crest, so the code itself hints at where you are.

Artcode 1: University of Nottingham crestArtcode 2: Djanogly Learning Resource CentreArtcode 3: Sir Colin Campbell BuildingArtcode 4: Jubilee Sports Centre
Artcode 1: University of Nottingham crest

My four hand-drawn Artcodes

I drew them in Sketchbook on an iPad Pro, varying pen sizes so that each one stayed unique and detectable, then registered them in the Artcodes app on a Samsung Galaxy Note 10 Lite.

BUILDING IT WITHOUT CODE

I wrote the game script first, sketched rough drafts of the screens, then designed the interface in Figma and linked every Artcode to its place in the flow. The audio script went through a text-to-speech tool, and the printed codes went up at the real locations, each checked for visibility and a sensible walk from the last.

13 FRAMES IN FIGMA

Start, difficulty and instructions

3 audio clues

3 challenge questions

3 location screens

An end screen

FAKING WHAT I COULDN’T BUILD

Figma doesn’t play audio, so I used a Wizard of Oz technique: during testing I played each clip myself at the right moment. The codes, links and buttons worked for real. Being clear about which parts were simulated kept the test honest.

TESTING ON CAMPUS

I ran a field test with one participant, who played through the game at its real locations around Jubilee Campus. They were briefed on safety and signed a consent form, and no faces were captured in photos or video.

What happened

Why it matters

What I would change

The phone stopped scanning the Artcodes several times

Players get stuck at the one step that unlocks everything else

Clearer scanning instructions, and another way to trigger each stop

The prototype was slow to respond

A slow response feels like a failure

Optimise the prototype for different device types

One participant is a pilot, not proof. It was enough to show where the experience breaks, which is what an early prototype is for.

WHAT I LEARNED

Affordances carry the experience: the audio cues told players where to look, so the campus itself became part of the interface.

Instructions and feedback matter at every step: I built them into the screens, and testing showed scanning still needed better guidance.

Design for access from the start: a game built on looking at things leaves out people who can’t rely on sight. Next time I would add audio instructions and another way to trigger each stop.

GUIDELINES I’D GIVE THE NEXT DESIGNER

Use affordances to suggest how people can interact

Make the prototype accessible to people with disabilities

Give clear instructions and feedback

Explore alternative ways to interact

LET’S TALK.

I’m looking for product and UX design roles in Mumbai, remote, or where relocation makes sense. I reply within a day.

© 2026 Hiral Mamaniya

Designed and built in Framer

All work

CASE STUDY · MSc COURSEWORK · MIXED REALITY

CAMPUS QUEST

Can a campus teach its own history? A location-based trivia game where the buildings are the clues.

PROBLEM

People walk past Jubilee Campus buildings every day without knowing who they are named after or why they matter.

MY ROLE

Solo project: research, concept, game script, Artcodes, interface design, prototype and on-site testing.

METHODS

Site visits and desk research, ideation cards, storyboarding, Figma and Artcodes prototype, Wizard of Oz audio, field testing.

TIMELINE & TOOLS

Jan to May 2023, MSc HCI, University of Nottingham · Figma, Artcodes, Sketchbook, text-to-speech

4

hand-drawn Artcodes, three of them real campus buildings

13

frames in a clickable Figma prototype

1

participant tested on site, with consent

2

issues found: slow response and failed scans

Open Figma prototype

The brief

Research

Ideation

Player journey

The design

Decisions

Artcodes

Building it

Testing

Reflection

THE BRIEF

The module asked for a working mixed reality prototype, built without writing code, that blends a physical place with a digital layer. I chose Jubilee Campus at the University of Nottingham and designed around locative media: the real campus carries the experience, and the phone adds the story.

Campus Quest is a scavenger hunt. Players walk between real buildings, scan a code at each one, listen to a short audio clip about its history, and answer a question to unlock the next location.

WHO IT IS FOR

New students getting to know the campus they will spend years on

Visitors such as families and international guests, for whom the game doubles as a friendly introduction to the university

CONSTRAINTS

No programming: everything had to work with design tools and off-the-shelf apps

A real campus: codes had to be easy to spot, a sensible walk apart, and not get in anyone’s way

Figma prototypes can’t play audio

One person doing research, content, design and testing

GETTING TO KNOW THE SITE

I visited Jubilee Campus several times to study its buildings, open spaces, landmarks and daily routines, then filled the gaps with desk research: the university website, campus maps and virtual tours. I was looking for two things: what makes the place worth exploring, and what could get in the way of a game played on it.

The campus sits on the former Raleigh bicycle factory site and its buildings are named after people with a story

WHAT IT MEANT FOR THE DESIGN

History becomes the content: each stop tells the story behind a building’s name

Award-winning modern architecture, a lake and green spaces

WHAT IT MEANT FOR THE DESIGN

Landmarks are easy to recognise, so the route and the codes can be built around them

Families, international visitors and prospective students are a natural audience, and the game could double as a marketing tool

WHAT IT MEANT FOR THE DESIGN

Content has to make sense to someone who has never been on campus

Risks: accessibility for all players, balancing learning with fun, puzzle difficulty, and disrupting people who study and work there

WHAT IT MEANT FOR THE DESIGN

Keep puzzles short, give clear instructions, and keep the route to a few stops

FROM IDEA TO STORYBOARD

I used the module’s Mixed Reality Game Cards to test the concept from three angles: Opportunity cards to build on, Question cards the design had to answer, and Challenge cards to plan for. These are the twelve I chose.

The twelve ideation cards I used: four Opportunity, four Question and four Challenge cards (hover to pause)

WHAT EACH SET OF CARDS DID

Opportunity cards (Alternate Reality, Collaboration, Exploration, Strong Narrative) shaped the core idea: a story-led quest played on the real campus.

Question cards (Beginning and End?, Core Concepts?, Experience Flow?, Theme and Story?) set where the game starts and ends, and how it flows from stop to stop.

Challenge cards (Unclear Instructions, Feature Creep, Disruption, Noise) led to instructions at the start, a short route, quieter spots, and plans for subtitles.

STORYBOARD

My storyboard: eight scenes

Slide 1Slide 2Slide 3Slide 4Slide 5Slide 6Slide 7Slide 8

My storyboard, scene by scene. Use the arrows to move between scenes, or hover to pause.

The storyboard imagined more than I built. When it came to building, I kept the core loop (introduction, puzzles, trivia, locative media and a conclusion) and left the map, the mystery and multiplayer for later, which is exactly what the Feature Creep card warned about.

THE PLAYER JOURNEY

Here is the hunt from the player’s side: what they do at each stage, and which screens support them.

Get started at the campus entrance

WHAT THE PLAYER DOES

Opens the game, chooses a difficulty and reads how to play

SCREENS

Start, Difficulty, Instructions

Find the next building

WHAT THE PLAYER DOES

Listens to the clue and walks to the named building, looking for its Artcode

SCREENS

Audio clue

Scan and listen

WHAT THE PLAYER DOES

Scans the Artcode and hears the story behind the building

SCREENS

Location

Solve and move on

WHAT THE PLAYER DOES

Answers a puzzle or trivia question about what they just heard

SCREENS

Challenge

Finish the quest

WHAT THE PLAYER DOES

Completes the final stop at the Jubilee Sports Centre

SCREENS

End

Testing later showed that “Scan and listen” was the weak point: the phone failed to scan several times, and the prototype was slow to respond.

THE DESIGN

THE GAME LOOP

Listen: an audio clue sends the player to a named building.

Scan: they find the Artcode near the entrance and scan it with their phone.

Learn: a short audio clip tells the story behind the building.

Solve: a question checks what they heard and unlocks the next clue.

USER FLOW

13 frames in Figma

BEFORE THE HUNT

1

Start

Title screen

2

Choose difficulty

Easy, medium or hard

3

Read instructions

How to play

AT EACH STOP

Repeats at each of the 3 building stops

4

Audio clue

Where to go next

Walk and find the Artcode

In the real world

Scan the Artcode

Artcodes app

5

Location

Story of the building

6

Challenge

Puzzle or trivia

AFTER THE LAST STOP

7

End

Quest complete

Screen in the prototype

Happens in the real world

User flow: the 13 Figma frames as one journey. The middle loop repeats at each of the three building stops.

Slide 1Slide 2Slide 3Slide 4Slide 5Slide 6Slide 7

The final screens, in order of play

The route: four stops across Jubilee Campus (the entrance plus three buildings), with a challenge at each building. Swipe sideways to explore, or tap the map to open it full size.

Campus entrance

WHAT THE PLAYER HEARS

A welcome and the first clue

CHALLENGE

Head to the first building

Djanogly Learning Resource Centre

WHAT THE PLAYER HEARS

The story of Sir Harry Djanogly

CHALLENGE

Unscramble “GYJONDAL GROUP” into the company he founded

Sir Colin Campbell Building

WHAT THE PLAYER HEARS

A former Vice-Chancellor of the university

CHALLENGE

Trivia: what he did for Jubilee Campus

Jubilee Sports Centre

WHAT THE PLAYER HEARS

The final clue

CHALLENGE

Trivia: how many badminton courts the centre has

KEY DESIGN DECISIONS

Artcodes instead of QR codes: Artcodes can be drawn as pictures, so each code could show the building it belongs to and double as a hint. The trade-off: scanning proved unreliable in testing.

Audio for the story: audio cues tell players where to look, so the campus itself guides them. The trade-off: audio is easy to miss in noisy spots, so I planned subtitles or visual cues.

Wizard of Oz for the audio: Figma can’t play sound, so I played each clip myself at the right moment. It let me test the full experience without writing code.

Four stops, three challenges: a short route keeps the walk manageable and the game focused, following the Feature Creep card.

Instructions before the hunt: players learn the rules once, at the entrance, so each stop can stay short.

Test where the game lives: testing on campus, at the real stops, shows problems a desk test would hide, like codes that won’t scan on site.

CODES THAT LOOK LIKE THE CAMPUS

Artcodes are visual codes that the Artcodes app recognises by their structure rather than a fixed pattern, so they can be drawn as pictures. Instead of placing QR codes around campus, I drew three of the codes as the campus buildings they belong to, and one as the university crest, so the code itself hints at where you are.

Artcode 1: University of Nottingham crestArtcode 2: Djanogly Learning Resource CentreArtcode 3: Sir Colin Campbell BuildingArtcode 4: Jubilee Sports Centre
Artcode 1: University of Nottingham crest

My four hand-drawn Artcodes

I drew them in Sketchbook on an iPad Pro, varying pen sizes so that each one stayed unique and detectable, then registered them in the Artcodes app on a Samsung Galaxy Note 10 Lite.

BUILDING IT WITHOUT CODE

I wrote the game script first, sketched rough drafts of the screens, then designed the interface in Figma and linked every Artcode to its place in the flow. The audio script went through a text-to-speech tool, and the printed codes went up at the real locations, each checked for visibility and a sensible walk from the last.

13 FRAMES IN FIGMA

Start, difficulty and instructions

3 audio clues

3 challenge questions

3 location screens

An end screen

FAKING WHAT I COULDN’T BUILD

Figma doesn’t play audio, so I used a Wizard of Oz technique: during testing I played each clip myself at the right moment. The codes, links and buttons worked for real. Being clear about which parts were simulated kept the test honest.

TESTING ON CAMPUS

I ran a field test with one participant, who played through the game at its real locations around Jubilee Campus. They were briefed on safety and signed a consent form, and no faces were captured in photos or video.

The phone stopped scanning the Artcodes several times

WHY IT MATTERS

Players get stuck at the one step that unlocks everything else

WHAT I WOULD CHANGE

Clearer scanning instructions, and another way to trigger each stop

The prototype was slow to respond

WHY IT MATTERS

A slow response feels like a failure

WHAT I WOULD CHANGE

Optimise the prototype for different device types

One participant is a pilot, not proof. It was enough to show where the experience breaks, which is what an early prototype is for.

WHAT I LEARNED

Affordances carry the experience: the audio cues told players where to look, so the campus itself became part of the interface.

Instructions and feedback matter at every step: I built them into the screens, and testing showed scanning still needed better guidance.

Design for access from the start: a game built on looking at things leaves out people who can’t rely on sight. Next time I would add audio instructions and another way to trigger each stop.

GUIDELINES I’D GIVE THE NEXT DESIGNER

Use affordances to suggest how people can interact

Make the prototype accessible to people with disabilities

Give clear instructions and feedback

Explore alternative ways to interact

LET’S TALK.

I’m looking for product and UX design roles in Mumbai, remote, or where relocation makes sense. I reply within a day.

© 2026 Hiral Mamaniya

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