The ability to link frames in Figma is one of the main reasons it's my platform of choice (but anything that helps the team is fine by me!).

Mid-Fidelity Wireframes


To save teachers time my initial solution was to offer the primary pathways with branching options right from the homepage.

It was overwhelming (and visually boring)

After a quick mid-fidelity wireframe I conducted some informal user testing on friends and family. Their feedback helped me realize that providing so many options from the start wasn’t saving time...

Saving Teachers Time

Learning From Failure

Even though the card-based design (above) failed as a homepage navigation, a similar idea worked well for Search by providing Quest details at a glance.

My initial ‘failure’ led to an idea that eventually became the homepage.

Mid-Fidelity Prototyping

Digestible Screens

Making clear and digestible screens for Create New and Edit Quest were some of the biggest challenges of this design process.

The current homepage was inspired by the mid-fidelity search layout.

Working in Mid Fidelity allowed for more rapid iteration about how screens reorganize, link and expand.

Early version of Quest detail views and settings.

High-Fidelity Prototyping


Preparing for User Testing

In preparation for testing, I wanted the testers to be able to focus their feedback about the features and experience (instead of being mired in the incompleteness of a prototype). In retrospect though, having a few more sets of eyes early in the process would’ve saved me time with the design overall.

Explorations of Filter UI for local Quests.

Current Version

A personal reflection from this stage of design:

My ability to focus for hours on end becomes a dangerous gift if I fail to regularly orient myself with research and feedback.

User Testing


Preparing for User Testing

With the High Fidelity Prototype at a functional level, it was time for some teacher input. A usability test plan and script was developed for 6 moderated tests on mobile.


General Usability

  • How fast can users create an account?

  • Do the onboarding questions feel applicable?

  • Is there enough information shared about the application before logging in?

Share Quests between Teachers

  • How fast do users find the shared Quest notification?

  • Are users able to customize the shared Quest?

  • Does the flow of collecting Quests to their personal library make sense?

Creating a new Quest

  • Can users quickly find Create a New Quest

  • Are there errors made when creating a Quest?

  • Do users feel overwhelmed or confused?

Finding a local Quest

  • Can users find and utilize the filters to search for a local Quest?

Usability test results from 6 users.

Analysis & Implementation


Usability errors were assigned a rating on a 4 point scale (the following report utilizes High/Medium/Low Priority for the sake of clarity). Possible solutions were then brainstormed and top priority issues were addressed with new iterations.


Confusion about Quest ownership

User's name added to show ownership.

The original authors name is moved under the  Quest title with much less emphasis

Shared Quest with user testing changes.


Radial Stepper was large & confusing.

Radial Stepper took up a lot of space but wasn’t clear or functional.

One tester wanted it to be able to use it to navigate. Several others reported that being able to jump around would improve their work flow.

Version 1: radial stepper 

Version 2: linear stepper

Post-test changes: Linear stepper that also functions as navigation.

Post-test changes: Linear stepper that also functions as navigation.

Current augmented linear stepper.

Current version: Linear stepper now signals three separate states of completion:

Completed // Active Step // Next Step



Proto-Design Language

PopQuest currently stands as an incomplete prototype. I have begun the assembly of a Design Language System but as there is still much to be designed in the app the system cannot yet be comprehensive.

Proto-Design System fo PopQuest

Next Steps

The teacher side of PopQuest was the primary focus for this project due to the current market void of a mobile app that allowed facillitators to create and edit on the go.

Taking PopQuest beyond the prototype state would mean investing in the design and development of the student-facing game play and in-game facilitator tools.

How to Fill the Library

A major success factor for PopQuest would be the establishment of a robust public library of scavenger hunts. PopQuest-created content could certainly be one source, but establishing a multitude of sources that don’t require direct compensation would be the most effective method for long-term growth.

User research uncovered that a thriving teacher-to-teacher marketplace already exists online for all sorts of curriculum content.

In addition to offering in-app benefits to willing content creators, PopQuest could also serve as a go-between for entrepeneurial teachers and local field trip destinations. Destinations could offer discounted rates for teachers willing to create content for their locations. Additionally, sites with existing educational offerings could create Quests to share in hopes of drawing more visitors.

Thanks for checking out my work.
I'm always open for feedback:
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mike [at]

Let's connect! Email me for my full resume.