Product Design

UX Research

2025

Apple Explore

Designing a concept feature for Apple Maps that encourages users to wander, explore their surroundings, and discover unexpected places nearby.

TIMELINE

March 2025 - April 2025

TEAM

Solo Project

ROLE

Product Designer

SKILLS & TOOLS

Figma, UX Research,

OVERVIEW

Reimagining exploration as a journey

Inspired by the story of Hansel and Gretel leaving breadcrumbs to find their way home, I designed a concept feature for Apple Maps that encourages users to wander and explore their surroundings. This project explores how navigation apps might support curiosity-driven exploration while still providing a sense of orientation and safety.

Synthesized insights from user interviews into design decisions

Synthesized insights from user interviews into design decisions

translating research findings and participant responses into features that encourage open-ended navigation.

Designed within Apple's existing design ecosystem

Designed within Apple's existing design ecosystem

to ensure the feature integrates seamlessly with Apple Maps, prioritizing familiarity and reducing potential user confusion.

Considered real-world user context

Considered real-world user context

by examining when, where, and how users would engage with the feature, shaping design decisions around those interactions.

PREVIEW & FEATURES

01

Exploring Within a Timeframe

Users can set a start and end time before beginning their journey. Based on this timeframe, the app suggests an exploration radius and sends a reminder notification as the end time approaches to help users manage their time.

02

Social Discovery

Users can drop a pin to create new locations and share them with their friends. For every place, they can view photos, leave reviews, and see what their friends have posted.

03

Breadcrumb Trail Navigation

As users explore, the app quietly tracks their path, creating a breadcrumb trail of where they’ve been. When the , users can retrace their steps, view their full route, or find the fastest way back to their starting point.

THE PROBLEM

Navigation apps are designed to get users from point A to point B as efficiently as possible, which is great. Until it's not.

Modern navigation tools prioritize efficiency and step-by-step directions, which can discourage spontaneous exploration. As a result, users often miss opportunities to discover new places in their surroundings because they are guided along fixed routes rather than encouraged to wander and explore.

How might we reimagine navigation tools to support open-ended journeys instead of just point-to-point travel?

USER INTERVIEWS

I conducted student interviews to understand how people approach exploration and getting lost in unfamiliar places.

I interviewed students across different majors and class years to gather diverse perspectives. The goal was to understand which navigation apps they currently use, the strengths and pain points of those tools, and their experiences and emotions around getting lost while exploring.

INTERVIEWEE QUOTES

3rd year, Health Science @ NEU

3rd year, Health Science @ NEU

Apple Maps led me to the highway even though I told Siri to avoid highways. I'd never driven on a highway before that, so I was really scared but it was kind of exciting.

Apple Maps led me to the highway even though I told Siri to avoid highways. I'd never driven on a highway before that, so I was really scared but it was kind of exciting.

2nd year, Biology @ NEU

2nd year, Biology @ NEU

I just explore malls with my friends, but I guess they're fun to wander since malls are meant to be explored.

I just explore malls with my friends, but I guess they're fun to wander since malls are meant to be explored.

2nd year, Data Science @ NEU

2nd year, Data Science @ NEU

I use Google Maps to find new places to eat out with my friends.

I use Google Maps to find new places to eat out with my friends.

KEY FINDINGS

01

People feel more comfortable and confident exploring when they know they are safe and not truly “lost” in an unfamiliar environment.

People feel more comfortable and confident exploring when they know they are safe and not truly “lost” in an unfamiliar environment.

Two interviewees described exploring malls, environments intentionally designed for wandering, where exits and navigation support are always accessible.

Two interviewees described exploring malls, environments intentionally designed for wandering, where exits and navigation support are always accessible.

Two interviewees described exploring malls, environments intentionally designed for wandering, where exits and navigation support are always accessible.

02

People are more likely to explore when they have ample time.

People are more likely to explore when they have ample time.

When they have upcoming plans or time constraints, they become more cautious about time management and rely more heavily on the estimated arrival times provided by navigation apps.

When they have upcoming plans or time constraints, they become more cautious about time management and rely more heavily on the estimated arrival times provided by navigation apps.

When they have upcoming plans or time constraints, they become more cautious about time management and rely more heavily on the estimated arrival times provided by navigation apps.

03

Users are more inclined to explore when there is a sense of reward.

Users are more inclined to explore when there is a sense of reward.

A reward can be anything from collecting souvenirs, discovering new places, meeting people, or creating memorable experiences.

A reward can be anything from collecting souvenirs, discovering new places, meeting people, or creating memorable experiences.

A reward can be anything from collecting souvenirs, discovering new places, meeting people, or creating memorable experiences.

04

Navigation as a planning and guidance tool

Navigation as a planning and guidance tool

Users rely on navigation apps to plan routes, estimate travel time, discover nearby locations, and maintain confidence while moving through unfamiliar environments.

Users rely on navigation apps to plan routes, estimate travel time, discover nearby locations, and maintain confidence while moving through unfamiliar environments.

Users rely on navigation apps to plan routes, estimate travel time, discover nearby locations, and maintain confidence while moving through unfamiliar environments.

USER PERSONA

Ava Lee

20 y/o Student

ABOUT

Ava enjoys exploring new restaurants, cafes, and parks in her free time. She loves discovering hidden gems and isn’t afraid to take the road less traveled, but prefers having a reliable way to find her way back when exploring alone.

BEHAVIORS

Uses navigation apps when she has a destination in mind

Easily loses track of time

GOALS & MOTIVATIONS

Maximize her free time

Making memories with friends

Discovering new places around the city

PAIN POINTS

Bad time management makes it risky to explore without planning

Navigation apps make her feel like she needs to plan destinations and stick to them

INITIAL CONCEPTS

I decided on a couple concepts, and drafted up paper prototypes.

I explored several design directions, including a gamified experience, a socially driven exploration app, and a navigation tool inspired by the Hansel and Gretel breadcrumb trail.

Users can scrapbook their explorations by uploading photos to visited locations, viewing friends’ photos at the same spots, and pinning new locations for more obscure discoveries.

Users create their own path while exploring, with the app tracking their journey and leaving a breadcrumb trail for easy navigation back.

Users are encouraged to explore through a gamified system where discovering new places unlocks hidden treasures, badges, and souvenirs.

After feedback, I focused on the first two concepts and dropped gamification, since I felt generic rewards wouldn’t be very compelling. Drawing from my user interviews, I created and tested lo-fi prototypes focused on guided exploration, social place-sharing, and time awareness. The app balances hands-on and passive use, acting as a "breadcrumb trail" so users can confidently explore without constantly checking their phones.

LO-FI WIREFRAMES

RESULTS

Final Prototype & Demo

FINAL TAKEAWAYS

Designing for Context and Mental Models

This project reinforced the importance of designing for the broader user experience and real-world context. I learned to consider users’ existing mental models and rely on familiar design patterns to prevent confusion, especially when integrating a new feature into an established platform like Apple Maps.

Designing Against the Grain

One of the biggest challenges was designing a navigation experience that encourages users to "get lost" rather than follow directions. Reframing a tool traditionally built for efficiency into one that supports exploration required rethinking how navigation features guide users.

If I Had More Time…

I would further develop the social aspect of the feature. In particular, I would explore ways to differentiate the location review and sharing system from existing platforms like Apple Maps or Google Maps to create a more unique and engaging experience.

Thanks for stopping by!

Connect with me at huang.jol@northeastern.edu

…or any of my following socials:

© 2024 Jolin Huang

Thanks for stopping by!

Connect with me at huang.jol@northeastern.edu

…or any of my following socials:

© 2024 Jolin Huang

Thanks for stopping by!

Connect with me at huang.jol@northeastern.edu

…or any of my following socials:

© 2024 Jolin Huang