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M

Design

M

Design

Where Every Family Finds Magic

The Mundo Imayina scavenger app creates engaging, interactive adventures for children and families, enhancing their park experience with fun and exploration.

ROLE
UX Designer
UI Designer
Research
User Testing

PROJECT TYPE
Mobile App
 

TOOLS USED
Figma
Illustrator
Photoshop
Teams

CLIENT
Mundo Imayina
(Mexico)

 

YEAR
2023

THE CLIENT

Mundo Imayina is a park in Mexico that offers immersive and engaging experiences for children with illnesses and their families, focusing on creating joyful, inclusive, and memorable moments.

The essence of Mundo Imayina is deeply emotional, with a brand narrative built on real stories, testimonials, and experiences that highlight the park's transformative and positive impact.

​

Mundo Imayina was inspired by “GiveKidsTheWorld” a foundation in Florida. 

https://www.mundoimayina.org/

THE PROBLEM

Create an interactive and engaging space at Mundo Imayina Park in Mexico that immerses children with illnesses and their families in the park's characters and values, highlighting bravery, joy, and generosity, while overcoming accessibility and technology integration challenges, and providing a lasting, positive experience beyond the park visit.

THE FIRST APPROACH

One of the first things I considered for a better design solution was the values of Mundo Imayina, which are crucial to understanding the profound meaning of their mission:

COURAGE

COURAGE

JOY

GRATITUDE

GENEROSITY

Then, I took the opportunity to learn more about the amusement park characters and their stories:

After understanding the core values and park characters, these are additional important outcomes of what the client is offering to the user:​

  • Magical and Inclusive Journey:  Joy and wonder for all

  • Hope and Resilience Approach:   Motivation and strength

THE RESEARCH

At this stage, I defined the core aspect of the project and then worked on finding out who is offering similar service in the industry:

WISH PLANNING

COMMUNITY ENGAGEMENT

MAGICAL SPACE

EMOTIONAL NARRATIVE

Target Audience

Primary:     The child with the illness

Secondary: Parents and Family

Competitive Analysis

 S.W.O.T ANALYSIS

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   Strengths:​

  • Global Presence: Operates in 50 countries.

  • Large Network: Extensive outreach and donations.

  • Age Range: Serves ages 3-17.

  • Experience: Wide range of granted wishes.

   Weaknesses:

  • Family Limitations: Only one accompanying family member.

  • Nationality Restrictions: Must be Mexican and treated in Mexico.

  • Emotional Connection: Lacks ongoing emotional support.

   Opportunities:

  • Global Reach: Less competition in more areas.

  • Market Expansion: Potential new markets and trends.

   Threats:

  • Wish Limitations: Single wish per child.

  • Family Focus: Limited to children, not whole family.

  • Post-Wish Resources: Lack of ongoing support.

    How Mundo Imayina differentiate from the competitors:

  • Innovative use of technology for inclusive experiences.

  • Emphasis on emotional storytelling and real-life impact.

  • Unique retreat centered on bravery, joy, and generosity.

  • Focus on sustainable, memorable experiences.

  • Integration of family-centric activities and accessible features.

What I have learned!

  • Core Values: Emphasizing inclusivity, joy, bravery, generosity.

  • Character Significance: Engaging visitors through park characters.

  • Mission Focus: Creating memorable, uplifting experiences.

  • Inclusive Design: Ensuring accessibility for all visitors.

  • Emotional Connection: Fostering deep connections through storytelling.

THE PROPOSED SOLUTION

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A scavenger app that enhances the park experience with interactive elements, fostering inclusivity and engagement among children and families.

   KEY ASPECTS:

  • Scavenger Hunt. 

  • AR Character Interactions/personification

  • Gamification

  • Digital Community Hub  

Ideation - The exploration phase

During the initial phase, some sketches were developed.

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Click on the image to enlarge

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Click on the image to enlarge

Paper Sketches

Digital version

Initial Low Digital Wireframing

Explore instruction screen

Let's scavenge_CARD (1).jpg

The initial digital wireframing allowed me to:

  • Visualize the solution

  • Assess the coherence of the original user flow

  • Identify opportunities

  • Pinpoint areas for improvement

  • Move forward with a clearer direction before starting user testing

User Testing and Survey:

FOCUS:  Mvp

USER:    10 individuals

V.1

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MAJOR OUTCOMES AFTER THE USER TESTING SESSION:

  • The instruction are not 100%

  • Some scenarios looks redundant

  • Give more camera filters

  • Somehow the app colors are not matching other elements

  • The AR simulation is limited to few scenarios

  • There is not rewards and points earned menu

Hi-Fidelity Prototype

Main Page
Welcome Page Screen
Option Page Screen
Scavenger Page Screen
Scavenger_Card Screen
Scavenger Screen
Scavenger Screen
Character Found Screen
Item Found Screen
Take a Pic Screen
Camera Filter Screen
Services Screen

The above screens represent the user flow of the Mundo Imayina scavenger app.

​

​

Below are some screens to show more details and the key aspects of the Minimum Viable Product:

AR Character Interactions/personification:

The user can identify with park characters by selecting various camera filters to use for a pic.

Scavenger Game:

The user can play the game, guided and paired with one of the park character, Gua-Gua, and look for rewards, budges and other characters.

Additional features:​

  • Digital Community Hub: (After they Leave)

       A platform for families to connect.

       Motivational Content: Incorporate             motivational messages and positive         affirmations within the app.

       Inclusive Language.

       Accessibility: Implement adjustable           text sizes, voice, narration, and                 colour and contrast options.

  • User engagement: (During their Stay)

       Push Notifications: Remind users         of ongoing challenges, events, or           new content within the app. 

       Feedback Mechanism.

       Connect: Share your contact and           Avatar with other guest in the park         to  start mini challenges.

​

  • Character Interactions: (During their Stay)

       Characters integrated into the AR           app for interactive experiences.

       Enables families to engage with               Mundo Imayina characters in real-           time. Enhances the overall                       immersive experience.

FINAL CONCLUSIONS

The Mundo Imayina Scavenger App project exemplifies a comprehensive design process that integrates immersive technology with user-centric principles to enhance the park experience for children with illnesses and their families. Through thorough research, including interviews, data collection, and the development of personas, I addressed key challenges related to accessibility and engagement.

By creating interactive elements like AR-enhanced scavenger hunts, customizable camera filters, and multi-sensory activities, the app enriches user interaction and fosters memorable experiences. This project highlights my ability to apply design thinking, utilize advanced technologies, and prioritize inclusivity and personalization, delivering a solution that resonates deeply with visitors. The Mundo Imayina Scavenger App showcases my commitment to impactful design catering to diverse user needs.

Other Team Members:

Lorena Brown -
Motion Designer/Research - Canada
Jose Pablo Lopez Gomez -
Communication - Mexico
Marea Luciana Galvis Castillo -
Art Director - Colombia

All the digital assets were provided by the client: Mundo Imayina - Mexico

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© 2024 by Paolo Morra

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