Deep City Odyssey
Figma | 2024 | Mobile Web App
Dive into Melbourne like never before with our app, blending skyline views with the mysteries of the deep sea! Designed for 18-30-year-olds seeking a unique social experience, this app takes you on a journey through Melbourne’s top bars with panoramic city views, each venue representing a different depth zone of the ocean. As you explore, discover fascinating marine life and gain a deeper appreciation for underwater ecosystems—all while enjoying drinks in Melbourne’s trendiest spots. With augmented reality visuals and an interactive bar map, embark on an unconventional adventure that fuses urban heights with deep-sea wonders.
01
Overview
02
Research and Insights
03
Storyboarding and Sketching
04
Visual Branding and Design
05
User Flows and Low Fidelity
06
Testing and Feedback
07
High Fidelity Prototype

01
Overview
Audience
18-30 year old people who want to explore Melbourne and be able to socialise in an unconventional way with some drinks
Aim
Introducing people to different bars in Melbourne to view the Melbourne city skyline, and discover deep sea animals and realise an appreciation for deep sea exploration as height correlates to depth.
Brief
Build a geolocated narrative delivered through a mobile application. The narrative must drive the user to visit 10 different locations. The application must make use of geolocation data, mobile camera data, audio data, and other phone input sensors.
Research
02
Focus Groups
I conducted a small presentation with the concept for my application. From there with the people we discussed improvements and constructive criticism on the idea.
Locations
The locations were weak and did not have enough excitement to motivate users to go to the different locations. There needed to be more factors between the locations that made each one unique and worthwhile going to.
Deep Sea Discovery
Participants were interested in deep sea animal discovery and facts as the ocean has not been completely explored and there are still many mysteries and discoveries yet to be found.
Bars and Eateries
The discussion flourished when talking about bars and the opportunities surrounding having the locations be rooftop bars and restaurants.
Changes
Needs
A motivational factor that keeps user’s interested in going to the next location and completing the exploration.
A new way of exploring Melbourne where users can learn something new about the location, as well as about deep sea animals
A rewarding system that helps the user to feel that visiting the location is worthwhile, and to come again, or go to the next location.
Solution
Progression levels and upgrading submarine system that keeps the user interested and motivated in going to the next location (Mobile App Engagement: Main Strategies To Keep Up With n.d.)
Altitude/sea level geolocation system, and AI Filter camera illustrates the depth the of the deep sea animals and immerses the user in the environment Bhushan et al. 2022).
At every location the user arrives at, the user can discover facts about animals, as well as enjoy a cocktail recommended by the app and increasing socialisation between individual users (Anderson Goodell et al. 2021).
Storyboard and Sketches
03
Visual Branding

04


Logo and App Design

User Flow and Low Fidelity
05
User Flow

Low Fidelity Prototype
06
Testing and Feedback
Field Testing Summary
Onboarding:
It can be assumed the user already knows how to interact with the map, so prompting them to move the map makes them feel they can press the location pins, which are not available to press at this time.
Geolocation and Camera Simulation:
The animal collection cycle is easy to understand and simple, there was some confusion as the finish prompt is too simple and boring, the user does not feel like they achieved something and can move on.
Zone Completion and Upgrading
No issues moving onto the next zone and redoing the tasks. There should be camera prompts and upgrade prompts each time they move onto another zone.
Free Play:
No issues when exploring the interface further. Some comments on improving the visual aspects of the interface, otherwise everything was clear and easy to follow.
Qualitative Analysis
Refinements:
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larger map for more range of motion
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having the images and icons be a consistent style.
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improved interactivity with the map and prompts
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controlling the users accessibility effectively during dialogue
Changes:
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a more exciting screen for animal collection completion screen
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make it more obvious when the dialogue box continues
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the position of the diving text
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include information about the depth versus height during dialogue
Design Decisions:
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including a more extensive type weight hierarchy and button language
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changing the colour of the location pins to properly contrast the map
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reconsider how the navigation is laid out

07
High Fidelity Prototype
The app's development journey, from concept brainstorming to final prototype, was a rewarding creative process. Initial brainstorming sessions allowed for expansive ideas, and mindmapping helped organize these concepts into a structured narrative centered on deep-sea exploration and city heights. Prototype sketches clarified the app’s layout and interactive flow, guiding the visual and functional design. Moodboards set a cohesive tone, ensuring underwater-inspired aesthetics were consistent across the interface. Storyboarding, meanwhile, helped visualize user experiences, refining each interaction for seamless, enjoyable navigation. This process highlighted the importance of clear narrative and visual cohesion, both crucial for delivering an immersive experience.

The app's development succeeded in blending creativity with structure. Concept brainstorming sparked unique ideas, and mindmapping organized them effectively. Prototyping and moodboarding maintained cohesive visuals, while storyboarding ensured smooth user journeys. Early feedback confirmed the appeal of the depth-based exploration, validating the concept’s engaging balance of adventure and socializing.