Outrun is a IOS game that helps motivate users to take a nice walk outside...
and survive the zombie apocolpyse.






Course: Mobile Applications in IOS

Role: UX Designer / Swift Engineer

Team: Nupur Maheshwari and Mohona Sengupta

Objectives:

  • Learn fundamentals of Swift programming
  • Apply user research skillset to create a marketable application
  • Design the complete application interface
  • Build the application, user test, and iterate


sprint 1: ideation

When Nupur and I sat down on the first day of class, our professor simply told us: "create an application." We knew it had to answer a specific pain point, be attractive to some target base, or be technically complicated in some way, but Nupur and I had no other guidelines. We sat down together and went through our days, trying to find problems that would be served better by an application.


Our ideas were vast and sometimes pretty crazy, but we landed on a few solid ideas. From there, we did some rapid user testing via Google Forms, asking people how necessary these ideas really were, and our findings helped us finally choose Outrun.

Outrun is an application to motivate users to focus on having fun outdoors. It will ask the user for some preferences and map out a local walking route, then it will guide the user through the walk while playing the game itself, a “zombie apocalypse” game set in Pittsburgh where the user must “slash”, “duck”, and “tap” different items placed in an AR environment to survive the end of days.


sprint 2: ux

low fidelity and user testing

Our second deliverable was focused on the front end of our application. We first created a series of low fidelity wireframes, trying to focus on core functionality and the best way to guide the user through this application without having to explain every single step.

Our application is a very kinetic game, so we cut out each screen and pasted them to a piece of cardboard. We then asked our interviewees to literally move through the application while holding their “phone”, and run around pretending to see the zombies through their camera during the game portion of the application.

Feedback:

  • Create Screen: Choosing both a time and distance makes no sense, so allow the user to choose one or the other.
  • Game Screen: Include a minimap of the total route
  • Summary Page: Include interesting and relevant stats like total points, birds avoided, zombies killed
  • General: What is the true value of the points? Create some motivation behind it rather than just “aim high”



high fidelity and prototype




Our Changes:

  • Create Screen: The app automatically selects either time or duration
  • Game Screen: Minimap and clearer quit/pause buttons
  • Summary Page: Game stats and a graph of history to give the user a sense of competition with themselves
  • Potential Version 2: Allow users to buy items from a store with their points: shields, weapons, fun upgrades, and even tangible merchandise from fitness companies.
  • Potential Version 2: leaderboards and Apple Games achievements.

sprint 3: engineering

We knew that we had to rely on external API and libraries in order to really bring this game to life. In particular: Google Places API, Google Maps API, and the RealityKit extension that Apple provides. In terms of heavy programming, the densest parts of Outrun are: 1) the route creation and guidance and 2) the AR game itself. For this deliverable, we created a Swift file proving that we could satisfactorily access both the Places API and the Maps API, and use the information provided.

sprint 4: version 1

Finally, with our user experience locked in and some experience in the API, we began work on the actual application itself. We were able to build out a working prototype with the following features:

final product

We delivered our final product in a pitch to a panel of judges in a class-wide compeitition hosted by the Capital One Technology Group. Hoping to differentiate ourselves with the fun, goofy aesthetic and interesting gameplay, we outlined our business decisions and timeline throughout the project. On the left, you can see our pitch itself, while the right is the demo video we presented.

While our app has a long, long way to go before we can release it on the Apple App Store, we were incredbily proud of the work we were able to do in just a few months. Nupur and I won the "Quicksilver" creativity award during the case compeitition.