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Tiny Bus Tours:
An Immersive AR Experience

Tiny Bus Tours:
An Immersive AR Experience

Tiny Bus Tours:
An Immersive AR Experience

Project Overview

The AR Tour Experience project was a strategic initiative to adapt the Big Bus Tours model for Savannah by downsizing the operation and focusing on personalized tour groups of 4-6 people. To address the critical lack of user engagement, we engineered a gamified AR tour using advanced gesture technology to create a seamless interactive experience. The core deliverable was a high-fidelity prototype, built and ready for usability testing within a single week, which allowed us to gather valuable insights and validate the feasibility of a novel, immersive premium tour product.

I owned the visual design, technical execution, and user validation for the AR concept, rapidly prototyping the high-fidelity demo and leading all subsequent usability testing.

Project Type

SCAD Course:
UXDG 390

Timeline

Sept - Nov 2025

Role

UX Engineer

Tools

Figma, HTML,
CSS, JS

Creating a

Gamified Tour

We engineered an 'I Spy'-inspired gamified AR experience using transparent MicroLED display windows to overlay instantaneous, responsive visual prompts. This ensured continuous active engagement and alignment with the tour guide's narrative.

We designed an 'I Spy'-inspired gamification experience where real-time visual prompts, projected onto the bus windows, that keep the tourists engaged throughout the tour and focused on the narrator's commentary.

This game type involves presenting a real-time visual prompt that requires the tourist to quickly locate a specific object in the environment using the AR window interface.

This task involves the user matching a cropped, contextual image preview displayed in the interface with the full real-world structure it represents, demanding visual pattern recognition.

The Quicktime Event is a high-intensity task requiring the user to rapidly identify and select multiple objects from the environment within a short, constrained time window, testing reaction speed.

This passive minigame maintains engagement during lulls between attractions, requiring the user to locate repeated common objects over an extended time period to accumulate bonus points.

Implementing

Interactive Technology

We utilized eye and gesture tracking to validate successful object recognition, displaying contextual information on the windows. This immediately informed the system of a user's prompt recognition and sustained game progression.

A Vehicle for

Small Tour Groups

We focused on optimizing Big Bus's existing, underutilized sprinter van asset, selecting this model for its efficiency in tight urban environments. This strategic shift addressed city congestion while ensuring personalized comfort and preventing small tourist groups from fragmenting due to overcrowding.

Adaptive UI

For Improved Focus

We integrated Light Control Glass (LCG) for sun management and contrast, leveraging eye-tracking data to dynamically control the UI's size and opacity. This design actively mitigated visual clutter and precisely directed user focus.

(Hover over each element)

Rapid

Prototyping

For accelerated concept validation, I engineered a functionally accurate prototype within a single week using HTML/CSS/JS. I resourcefully leveraged Mac OS's native head and eyebrow tracking to simulate the necessary eye and gesture inputs, successfully validating the core interactive experience for immediate user testing.

Final

Vision Video

Project

Takeaways

1

Defining the Problem Space

Solid preliminary research was essential for defining the true problem. Specifically, our findings on tourist disengagement and the constraints of the Savannah urban environment drove the shift toward a personalized, gamified AR solution.

2

Code-Based Validation

Moving beyond standard design tools like Figma, the code-based functional prototype enhanced our usability tests. This elevated fidelity immediately led to richer, more actionable user insights, validating the core interaction model quickly and effectively.

3

Dynamic UI for AR Immersion

Designing for AR demanded innovative UI management. I pioneered a system using gaze-tracking data to dynamically scale and reveal interface elements by controlling tint, opacity, size and blur, to maintain immersion in the real-world view.

The Process

Behind the Outcome

Big Bus Tours & the Savannah Tourism Market

Big Bus Tours operates within Savannah, a premier U.S. leisure destination defined by its narrow streets and highly protected Historic District. The traditional hop-on, hop-off model, reliant on large buses, creates significant traffic friction and is poorly suited to the city's infrastructure constraints. Furthermore, the standard passive audio tour fails to maintain engagement among modern tourists during long transit times, resulting in a disconnected and easily forgotten experience.

Preliminary Research

Our research methodology employed triangulation to gain a holistic view of the Savannah tourism market. We synthesized findings from multiple sources, including experiential field research (riding competitor trolley tours and observing Big Bus operations), stakeholder interviews with local tourism center staff and Big Bus employees, and scheduled interviews with vehicular tour tourists to capture direct visitor pain points. This approach was reinforced by extensive online data collection and analysis, ensuring our final problem definition was grounded in comprehensive insights, which were ultimately condensed into these three key points:

Crowding & Group Size

Crowded buses can be impersonal and uncomfortable & small groups will have trouble sitting together

The more people there are in the group, the less personalized it feels. ” - p7

Comfort and Environment

Open vehicles can make it hard to hear the guide, or control internal temperature

Open air tour with speakers is hard to hear ” - p1

Lackluster Engagement

Open vehicles can make it hard to hear the guide, or control internal temperature

Open air tour with speakers is hard to hear ” - p1

Generic tour experiences that can be found anywhere aren’t seen as worthwhile

why would I travel somewhere when I can get the same experience nearby ” - p8

Opportunity Statement

Using our insights from our preliminary research, we crafted an opportunity statement to guide the direction of our proposed solution.

We have observed that tourists traveling in small groups find it difficult to stay together and fully engaged during large trolley tours

This prevents them from feeling comfortable or experiencing complete immersion, which can diminish their overall enjoyment and discourage future participation and recommendations.

How might we...

...help small groups experience immersive tours through the use of emerging technology such that every tourist feels engaged and comfortable, ultimately driving greater satisfaction and repeat attendance?

Brainstorming Methods

To efficiently transition from problem definition to solution concept, our team utilized a multi-stage, collaborative brainstorming approach. We began with Brain Dumping, encouraging a rapid, high-volume generation of ideas to maximize creative output. This was followed by Idea Clustering, where we grouped similar or complementary concepts to identify core themes and potential synergies. Finally, we used Dot Voting, a democratic method allowing the team to collectively prioritize the most promising directions and focus our resources for concept development.

Mid-fidelity Exploration

Following our structured ideation phase, the team successfully distilled the most promising concepts into two distinct and viable project directions for further exploration. The first was an Informational Tour, where users could utilize technology to look at attraction touchpoints, revealing additional context and information for them to read. The second was a Gamified Tour, designed to transform passive sightseeing into an immersive, interactive experience. Our subsequent mid-fidelity work focused entirely on comparing the feasibility and potential impact of these two options before making a final decision.

Concept 1: Informational AR tour

Internal Testing Points

  • Would the bus be going too fast to interact with the touch points?
  • Would the user be able to read all that text while the bus is moving?
  • How do you plan on anchoring the touchpoints to the real world?
  • How will you ensure the text is readable?
  • What technology do you plan on using for the displays?

Concept 2: Gamified AR tour

Internal Testing Points

  • Would this distract users from focusing on the tour guide?
  • How will you control the speed of the bus to play the game?
  • What technologies will you integrate to make this experience seamless and responsive?
  • Most importantly, testers were visibly more excited during the demo!

Prototyping

Based on the clear preference from our mid-fidelity exploration, we prioritized the Gamified Tour. Validating its complex, location-aware interactions required a realistic testing environment under tight time constraints. We overcame this by developing a code-based functional prototype that accurately simulated the gaze-controlled visual focus and dynamic content delivery of the AR experience. This approach enabled us to conduct immediate, high-fidelity usability tests, generating richer insights necessary for refinement.

Experimenting with Head Tracking in Mac OS

Due to technological constraints, we had to look for alternatives to eye tracking that would help us test the experience. We discovered an in-built feature called head tracking which allows users to control the cursor by moving their head parallel to the screen. Next we substituted left click for the gestures “raising eyebrows”. This enabled us to track if the user has successfully recognized an object, or if they are just glossing over it with the cursor.

Combining Head Tracking with Figma's Smart Animate

My first idea was to simply combine head tracking with our mid-fidelity prototype to test the interaction. Unfortunately, I encountered a hurdle of discovering the limits of Smart Animate while trying to create moving hit boxes that matched the video in the background. The further I dove into prototyping, the more I found myself cutting corners and sacrificing the accuracy of the experience. Eventually, it didn’t feel worth it and I looked for other methods of prototyping the experience.

Figma Smart Animate’s features were too limited for the prototype I was trying to create.

Creating the Prototype as a Web Experience

While looking for alternatives to Figma Smart Animate, I had the idea of creating this experience using HTML/CSS/JS. To speed up the process I utilized Gemini’s code canvas. The prototype has a simple video playing in the background with the UI elements we designed. As an object from the game appears on screen, an invisible box is layered over it using keyframes. The system then tracks whether the user has successfully clicked inside the box. Ultimately, I was able to create four functional prototypes that illustrate the potential of our concept.

Usability Testing Insights

The mid-fi wireframes focused on flow, navigation, and hierarchy, stripping away visuals to test if users could find deals and order in fewer steps. I refined them just enough to user test the concept and validate the overall direction before moving to hi-fi.

Parts of the tour were too fast for users to react
Tasks need to be relevant to the tour guide’s narration
Participants were able to learn with repetition

What did we learn...

  • Even though some participants initially struggled, they quickly learned to how to interact with the system
  • In the end, majority of participants wished they could play more rounds of the game

What did we learn...

  • We had to be intentional about which game type to use where
  • Some of these games simply wouldn’t work in areas with higher traffic, or fast vehicles

What did we learn...

  • The games are a powerful way to direct the tourist's gaze
  • Smaller games can keep the tourist engaged throughout the entirity of the tour

What did we learn...

  • Even though some participants initially struggled, they quickly learned to how to interact with the system
  • In the end, majority of participants wished they could play more rounds of the game

The Final Pitch

Our comprehensive project culminates in the Gamified AR Tour, a solution perfectly positioned to address Savannah’s infrastructure issues and redefine the tourist experience. This innovation elevates Big Bus from basic transport to a premium, interactive platform, enabling them to differentiate their product and lead the market. We validated this model through a live demonstration of our code-based prototype during the pitch, showcasing the innovative gaze-controlled visual focus in real-time, a validated pathway for Big Bus Tours to achieve critical product innovation and market leadership.