Evidence of Life
This page documents primary user research evidence used to validate the Campass concept, including interview records and questionnaire data.
Ethical Considerations & Informed Consent
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)
| Option | Count | Ratio |
|---|---|---|
| A. Use map/navigation apps | 12 | 80% |
| B. Ask classmates, teachers, or staff | 8 | 53.33% |
| C. Explore randomly / walk around | 7 | 46.67% |
| D. Check official school channels (website, social media, group messages) | 6 | 40% |
| E. Rarely explore campus | 3 | 20% |
Insight: Exploration is mainly tool-driven, while proactive discovery is moderate to low.
Q2. How familiar are you with the campus environment? (Single choice)
| Option | Count | Ratio |
|---|---|---|
| A. Very familiar | 2 | 13.33% |
| B. Fairly familiar | 4 | 26.67% |
| C. Average | 4 | 26.67% |
| D. Not very familiar | 3 | 20% |
| E. Not familiar at all | 2 | 13.33% |
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)
| Option | Count | Ratio |
|---|---|---|
| A. Almost every day | 1 | 6.67% |
| B. 2-3 times per week | 3 | 20% |
| C. Once per week | 3 | 20% |
| D. Occasionally | 5 | 33.33% |
| E. Almost never | 3 | 20% |
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)
| Option | Count | Ratio |
|---|---|---|
| A. Lack of interactive experience | 13 | 86.67% |
| B. Campus navigation is difficult | 12 | 80% |
| C. Lack of motivation to explore | 10 | 66.67% |
| D. Hard to discover interesting places | 9 | 60% |
| E. Lack of real-time engagement | 11 | 73.33% |
| F. Other | 2 | 13.33% |
Insight: Pain points cluster around interaction quality, wayfinding, and participation.
Q5. Which one of the above problems affects you the most? (Single choice)
| Option | Count | Ratio |
|---|---|---|
| A. Lack of interactive experience | 5 | 33.33% |
| B. Campus navigation is difficult | 4 | 26.67% |
| C. Lack of motivation to explore | 2 | 13.33% |
| D. Hard to discover interesting places | 1 | 6.67% |
| E. Lack of real-time engagement | 3 | 20% |
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)
| Option | Count | Ratio |
|---|---|---|
| A. Open map/navigation directly | 7 | 46.67% |
| B. Ask others | 3 | 20% |
| C. Search while walking | 2 | 13.33% |
| D. Follow signs/directions on campus | 2 | 13.33% |
| E. Delay or give up | 1 | 6.67% |
Insight: Goal-oriented wayfinding is dominant; navigation remains a baseline requirement.
Q7. Which campus exploration features are you most interested in? (Multiple choice)
| Option | Count | Ratio |
|---|---|---|
| A. Gamified exploration (missions, points, rewards) | 13 | 86.67% |
| B. AR exploration | 12 | 80% |
| C. Social interaction | 11 | 73.33% |
| D. NFC check-ins | 12 | 80% |
| E. Campus tour (audio guide) | 9 | 60% |
| F. Event notifications | 8 | 53.33% |
| G. Campus map | 7 | 46.67% |
| H. Personalization | 8 | 53.33% |
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)
| Option | Count | Ratio |
|---|---|---|
| A. Definitely willing | 4 | 26.67% |
| B. Probably willing | 6 | 40% |
| C. Neutral | 3 | 20% |
| D. Probably not willing | 1 | 6.67% |
| E. Definitely not willing | 1 | 6.67% |
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)
| Option | Count | Ratio |
|---|---|---|
| A. Very attractive | 4 | 26.67% |
| B. Quite attractive | 5 | 33.33% |
| C. Neutral | 3 | 20% |
| D. Not very attractive | 2 | 13.33% |
| E. Not attractive at all | 1 | 6.67% |
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)
| Option | Count | Ratio |
|---|---|---|
| A. Definitely willing | 4 | 26.67% |
| B. Probably willing | 6 | 40% |
| C. Neutral | 2 | 13.33% |
| D. Probably not willing | 2 | 13.33% |
| E. Definitely not willing | 1 | 6.67% |
Insight: Express clear intent to use, indicating solid potential for implementation.