Dande

Navigation Game to Explore a New Place




Background
A game to explore alternative paths. Dande is a location-based game open during the edition of a time-framed event, to explore the city. It suggests you paths by a generative algorithm that uses the data from the city and the input of players. You can follow tracks to collect points, and create a collective map of a single experience. Dande is planned to take place in a context that involves a dialogue with a place, and a common interest that can guide the participants of a group. This project was done with Gabriela Gordillo.

This project won the Edison award 2016
  • 2nd Place / Idea & Innovation

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    The Broblem
    1.Many tourists tend to focus on their smartphone when visiting a new place instead of interacting with the place and the local culture.

    2. Collaboration and talks with locals became very rare. Smartphones took away human's ability and freedom to simply contact local people and get help.

    3. It is almost impossible to "get lost" when smartphones are giving endless information

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    Research
    Our research followed our main goal - to discover a new place in a creative and mysterious way. In an age of smartphones and accessible information everywhere, the main goal was to get lost in a new place.

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    Other products in the market
    We looked at different games and apps that give the opportunity to explore a new place: Apps for traveling, Apps for tracking and Location based games. In all the variety of apps information-based, there were no mysteries and most places were based on tourist information rather than local places that really give a local and unique experience. Since we both arrived to live in a new place (city and country), we used these apps all the time but we felt they didn't really give us what we wanted - getting lost and finding hidden places.

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    Target audience
  • User who visit a new place for the first time and alone.
  • Independent tourist group.
  • A group guide that defines certain places on the map using dande.
  • Local user who wish explore the city and get to know with more places.
  • Festival organizers.
  • User Jurney

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    Persona

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    Goals
  • Enable users to get to know a new place in a more challenging and interesting way
  • Local perspective
  • Orientation in space from experience and not from app information
  • Interaction with the place - interacting with people, new knowledge, historical knowledge
  • The discovery of mysterious points by the lack of control
  • Get lost in a new place bring new experience
  • Less focus on the phone but the location
  • Back to the pre- mobile phone time, when it was possible to get lost



  • User Flow

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    My Role in the Project
  • Strategic development
  • Target audience research
  • Research
  • User flow
  • UI Design
  • UX Design



  • Visual Design
    The design was inspired by the product concept. The first goal was to get lost in a new place. "not everything is about the place you were going"
    Therefore, the design comes to give the mystery and curiosity that does not exist in other products in the market. We felt that the visibility in other products is so clear and obvious, that we want to show something else that creates a different experience. We choose the abstract design because the goal is to experience a new place through the environment and not through the app. The icons and signs were inspired by old paper maps, where the visual for every object was abstract and unexposed.

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    How does is work?
    The element of the game creates a playful experience in the recognition of a new place. Since the map is not completely exposed, the lack of information makes it possible to discover places that are not on the map through the interaction with the place itself. We asked different people what they are missing when visiting a new place and the main answer we got was communicating with locals. It was once necessary to ask local people for orientation and information, but today, the information accessibility blocks communication between people in the space. As a result, part of the game experience it to gain points by answering questions about the place. This is a great solution to communicate with the people and make the experience more local and less touristic.

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    Final Result

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    TAGS game, navigation, path, UX, UI, gamification