Overview
The Challenge
Research & Approach
Designing the Experience
Design Iterations
Outcome & Reflection
app design
ui design
user testing
AR

UI Design for an Educational AR App:
New Worlds Reading AR Expeditions

App Design

MY ROLE

UI/UX Designer

What I did

  • Main menu and navigation system
  • Aquarium experience flow and edit interface
  • Bubble Pop quiz interaction design
  • In-game feedback cues and educational prompts

Timeline

3 months, app is launched 2025

Team

3D Artist, AR/VR Developer, Research Team

Overview

Developed by the University of Florida College of Education and Lastinger Center for Learning, the app uses gamified AR experiences to make literacy more accessible and exciting.

The Challenge

How do we design an interface that encourages reading without overwhelming kids who struggle with reading?

The paradox at the heart of AR Expeditions

We're building an app to motivate reluctant readers, but every piece of text on screen is a potential barrier.

The Design Problems

Target users are already frustrated with reading
3rd-5th graders reading below grade level need confidence-building, not more cognitive load.

AR adds complexity
Designing for 3D space requires different UI thinking than traditional apps.

Balancing fun and learning
Kids need to engage with educational content, not skip past it to the "fun parts".

Research & Approach

Understanding the 8-10 year old mindset

My Research Process:

Studied existing AR apps for kids
I analyzed popular AR educational apps and games to understand UI patterns that worked in 3D space.

Key Findings
  • Large, clear buttons with high contrast
  • Minimal text, maximum visual cues
  • Persistent navigation that doesn't get lost in AR space
  • Immediate feedback for every action
Understood the literacy challenge

Working with the research team, I learned about the specific barriers reluctant readers face:

Key Findings
  • Overwhelming text blocks cause anxiety
  • Need for audio support to build confidence
  • Importance of success moments to build motivation

Designing the Experience

User Flow

I started designing the flow for first-time users and returning users, while we figure out the flow for Aquarium editing space and Bubble Pop Quiz.
Each experience in AR Expeditions required careful flow design to balance three goals: make it fun, make it educational, and make it accessible. Here's how I structured the key user journeys:

First-time users

Home page for returning users

Bubble Pop Quiz

Design Iterations

Refining Core Components

In order to make sure the app serves the right purposes, we have set some principles for designing across experiences

Consistent patterns create confidence: Every experience uses the same AR setup (find surface → place object). Once kids learn it in Aquarium, Bubble Pop feels familiar.
Onboarding happens once, navigation stays simple: Research agreement and welcome only appear on first launch. Return users go straight to the experience.
Exit paths are always clear: Home button in top-left is persistent across all screens. Kids never feel trapped.
Educational moments feel earned, not forced: In Bubble Pop, facts are rewards for correct answers. In Aquarium, info buttons are optional exploration. Learning feels like discovery, not homework.

At this point, we have already established some 3D elements created by our 3D Artist, so I went ahead and designed high fidelity wireframes for stakeholders to visualize the product.

Iterating with insights

Soon after the first development is created, we discovered several improvements from stakeholder and focus group feedback:

AR/ Unity contraints

AR placement is based on surface detection and spatial mapping, not screen center. Also a more simplified UI would perform better across different devices.

Strengthening Educational Content Integration

Stakeholders noted that while kids loved the AR interactions, we needed to emphasize educational content more prominently to meet learning objectives.

Breaking Bubble Pop Quiz Into Digestible Levels

Focus groups revealed that the quiz activity felt too long. Kids would lose focus or exit mid-experience, thinking they'd never finish.

Guiding Users When AR Content Loads Outside of View

  • Edge arrows: Small animated arrows appear at screen edges pointing toward off-screen objects such as: "Your fish appeared! Look up!"
  • Single UI Canvas: Previous design: Multiple overlays (side toolbar + selection grid + tooltips) = 3+ UI canvases New design: One toolbar + one carousel = 2 canvases Benefit: Fewer canvas renders = better frame rate, especially on older devices

Strengthening Educational Content Integration

  • Made facts more visible: Increased fact card frequency and prominence
  • Added "Did you know?" facts: Auto-narrate when creatures are placed (passive learning while playing)

Breaking Bubble Pop Quiz Into Digestible Levels

  • 3-5 questions per level instead of one long session
  • Clear completion milestones: You’ve completed Level 1 of Bubble Pop Quiz!

Outcome & Reflection

The Impact

AR Expeditions app launched in Spring 2025 with Aquarium and Bubble Pop experiences live on iOS and Android. The app supports young readers in Florida and beyond, with additional themed experiences planned for future updates. Our journey does not stop here and the app is still currently a work-in-progress.
Early feedback indicates that Kids engage enthusiastically with the AR experiences. The simplified UI allows focus on content and interacting with the gaming elements.