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Evidence of Life

This page documents primary user research evidence used to validate the Campass concept, including interview records and questionnaire data.

Prior to any data collection, informed consent was obtained from all participants involved in interviews, video capture, and questionnaire responses.

  • Participation was voluntary, and participants could stop at any time.
  • Personally identifiable details were excluded from portfolio reporting.
  • Collected data was used only for this course project's research and design evaluation.

Data Collection Overview

We used two complementary data sources to support requirement definition and design direction:

  • On-campus interview evidence: contextual observations from a real user interaction session.
  • Questionnaire evidence (N=15): aggregated survey results for behavior patterns, pain points, and feature acceptance.

On-Campus Interview Evidence

Questionnaire Evidence (N=15)

  • Source PDF: Campus Exploration Needs Survey
  • Valid responses: 15
  • Objective: validate current campus exploration behavior, key pain points, and acceptance of Campass-style features.

Key Findings

Current Pattern

Campus exploration is still dominated by utility tools rather than engaging experiences.

Main Pain Points

The strongest pain points are interaction quality, wayfinding, and real-time participation.

Feature Demand & Adoption

Playful features are highly preferred, and adoption intent toward Campass is positive.

Question Results

Q1. How do you usually explore campus? (Multiple choice)
OptionCountRatio
A. Use map/navigation apps1280%
B. Ask classmates, teachers, or staff853.33%
C. Explore randomly / walk around746.67%
D. Check official school channels (website, social media, group messages)640%
E. Rarely explore campus320%

Insight: Exploration is mainly tool-driven, while proactive discovery is moderate to low.

Q2. How familiar are you with the campus environment? (Single choice)
OptionCountRatio
A. Very familiar213.33%
B. Fairly familiar426.67%
C. Average426.67%
D. Not very familiar320%
E. Not familiar at all213.33%

Insight: Most respondents are only average/fairly familiar, leaving clear room for guidance support.

Q3. How often do you actively explore new places on campus? (Single choice)
OptionCountRatio
A. Almost every day16.67%
B. 2-3 times per week320%
C. Once per week320%
D. Occasionally533.33%
E. Almost never320%

Insight: Frequency is generally low; external motivation is needed to increase exploration behavior.

Q4. What problems do you usually face while exploring campus? (Multiple choice)
OptionCountRatio
A. Lack of interactive experience1386.67%
B. Campus navigation is difficult1280%
C. Lack of motivation to explore1066.67%
D. Hard to discover interesting places960%
E. Lack of real-time engagement1173.33%
F. Other213.33%

Insight: Pain points cluster around interaction quality, wayfinding, and participation.

Q5. Which one of the above problems affects you the most? (Single choice)
OptionCountRatio
A. Lack of interactive experience533.33%
B. Campus navigation is difficult426.67%
C. Lack of motivation to explore213.33%
D. Hard to discover interesting places16.67%
E. Lack of real-time engagement320%

Insight: "Lack of interactive experience" is the top pain point and supports gamified design direction.

Q6. When going to an unfamiliar campus location, what do you do first? (Single choice)
OptionCountRatio
A. Open map/navigation directly746.67%
B. Ask others320%
C. Search while walking213.33%
D. Follow signs/directions on campus213.33%
E. Delay or give up16.67%

Insight: Goal-oriented wayfinding is dominant; navigation remains a baseline requirement.

Q7. Which campus exploration features are you most interested in? (Multiple choice)
OptionCountRatio
A. Gamified exploration (missions, points, rewards)1386.67%
B. AR exploration1280%
C. Social interaction1173.33%
D. NFC check-ins1280%
E. Campus tour (audio guide)960%
F. Event notifications853.33%
G. Campus map746.67%
H. Personalization853.33%

Insight: Users prefer combined value from play mechanics, immersive tech, and social feedback.

Q8. If NFC tags were placed around campus to unlock stories, clues, or mascots, would you try it? (Single choice)
OptionCountRatio
A. Definitely willing426.67%
B. Probably willing640%
C. Neutral320%
D. Probably not willing16.67%
E. Definitely not willing16.67%

Insight: Show positive willingness toward NFC-triggered exploration content.

Q9. If finishing exploration unlocked AR interaction or photo features, would that be attractive? (Single choice)
OptionCountRatio
A. Very attractive426.67%
B. Quite attractive533.33%
C. Neutral320%
D. Not very attractive213.33%
E. Not attractive at all16.67%

Insight: AR rewards have medium-high appeal and fit well as post-task incentives.

Q10. If there were an interactive system like Campass, would you use it? (Single choice)
OptionCountRatio
A. Definitely willing426.67%
B. Probably willing640%
C. Neutral213.33%
D. Probably not willing213.33%
E. Definitely not willing16.67%

Insight: Express clear intent to use, indicating solid potential for implementation.