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Case Study

Scavenger hunt mobile app

  • Scaventure is a mobile app designed to give friends, colleagues, or any group the ability to set up or participate in scavenger hunts

  • People that are looking into scavenger hunt apps would find that while there are several out there, they are pretty complex because they are mostly aimed at large groups or events such as a corporate retreat

  • The aim was to provide an experience that made it as quick and easy as possible to set up a hunt and invite people to it, that way people wouldn't download it and see it as too much setup work and abandon ship. 

mobile scavenger hunt ux design.png


What I did

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Information Architecture
  • Research and discovery

  • Created style guide

  • High and low fidelity wireframes

  • Prototyping

  • User testing

  • Information architecture

User Personas
Usability Testing
High Fidelity Mockups

First Steps

Competitive Analysis

  • To begin,  downloaded and played around with scavenger hunt apps that existed and analyzed strengths and weaknesses.  I enjoy this beginning step because I'm able to draw inspiration and get fired up at the opportunity to improve on poor design decisions or missed opportunities I come across. 

  • High-level key takeaways

    • Lack of an intuitive home screen with a practical and actionable dashboard

    • No quick way to create a new scavenger hunt, set objectives, and start



User Interviews 

Then, I chatted with some people. I recorded interviews (over the phone or on video chat) with 8 people to gain insight into people's overall behavior when it comes to their phones and playing interactive games with their friends (video games and otherwise), and to determine what might be a key differentiator.


Results & Affinity Mapping

In my interviews, I found that people can get very easily deterred when they are too many steps or if it isn't clear and straightforward how to get things going and get started, especially when they are trying to do something with a group of friends. 

I organized the insights into a physical affinity map. When possible, I sometimes prefer this way over making a digital affinity map, because I think some movement helps to encourage an engaging discussion and provides a break from looking at a screen. Some main takeaways are below

  • People can get very easily deterred when there are too many steps for set up

  • They get annoyed when it isn't clear and straightforward how to get things going and get started

  • All of these things are even more important when doing something with their friends, where they are even more likely to back out and try something else 


User Personas 

Using the insights from my interviews and affinity map, I created personas that illustrated what people like and dislike about games. 

PERSONA Nathangelo.png

User Journeys 

With personas established, I created user journeys to map user's thoughts and feelings as they navigated the app.

UXI 2.5 - Mental Model 2.png
UXI 2.5 - Mental Model 1.png

User Flows 

After creating personas and user journeys, and before the information architecture was drafted, I created User Flows to discover what screens and actions users would take as they navigated the app. 

Scaventure user flow 1.jpeg
Scaventure user flow 3.jpeg
Scaventure user flow 2.jpeg

Information Architecture 

After thinking through some user flows with my personas in mind, I drafted the initial architecture. Then, I did a card sorting session to test it and get an understanding of how others would group the different aspects of a scavenger hunt app, and I took those findings and made site map 2.0, and then made a final 3.0 version once further revisions were made through the testing phase. 


Site Map 1.0
Site Map 2.0
Card Sorting
card sorting2.png
card sorting.png
Site Map 3.0
IA (2).jpg

Wireframes & First Iterations

Initial Sketches of User Flows

Some of my very first ideas thinking through onboarding, creating hunts, and chatting with friends.

wframe 3.png

Mid-Fidelity Wireframes & Prototyping

Grayscale wireframes were then created in Adobe XD and used for the first clickable prototypes and usability tests

V1 wireframes scaventure.png

User Testing

The Mid-fidelity wireframes were tested with 6 participants. I scheduled video calls in which the participants were asked to share their screen as I gave them prompts and actions to try to complete while commentating their actions, thoughts, and feeling throughout. The results were analyzed through an affinity map.


The feedback revealed that people preferred:

  • An app that doesn't overwhelm them

  • A clean interface, especially when it comes to the home screen 

  • Ease of use in completing tasks 

  • Minimal steps to do something 


Further Iteration & Visual Design

Home Screen

After creating several different ideas for the home screen dashboard, I did some preference testing and listened to feedback to land on the final home screen

home screen iteration set@3x.png
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Style guide

Scaventure Design system@2x.png

Hi-Fidelity Mockups

Artboard Copy 3.png
Artboard Copy 4.png

Next Steps

  • More usability testing

  • A/B Testing with different hunt screen set ups

  • Refine onboarding to be more informative of the ways to join a hunt

  • Create an option to add admins so a user can restrict who can and can't make changes to the hunt

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