Exploratory UX Proposal: Turning Complex Mining Technology into an Engaging, Competitive Experience.
This was a comprehensive UX proposal exploring a more immersive direction for the MINExpo tradeshow experience. A lighter interactive app was ultimately implemented; this deck demonstrates my full strategic design process from research to high-fidelity concepts.
The proposal focused on making Weir Motion Metrics’ technical products more approachable and memorable for time-poor mining professionals who are often skeptical of new technology.
Visitors to our tradeshow booths sometimes felt confused about what Motion Metrics does and needed lengthy explanations to understand the value. Static displays weren’t engaging enough.
Design Question: How might we create a fun, low-friction gamified experience that educates users about our products while motivating high-quality business inquiries?


I developed a primary persona:
Bob:
Using secondary research on Canadian internet usage, online behaviors, and gamification trends among professionals aged 35–64, I created an empathy map and synthesized insights around mobile engagement, preference for simple rewarding interactions, and the potential of AR when tied to real equipment.

From the research, five opportunities were identified. I selected the highest-potential one:
Chosen Opportunity:
A time-based competitive AR game where users inspect a physical shovel bucket, detect missing wear parts (teeth & lip shrouds) via the app, earn points, and compete on a live booth leaderboard.
This approach respected Bob’s context while turning technical education into something fun and shareable.
I mapped and iterated multiple flows covering onboarding, gameplay, scoring, and lead capture. Progressive disclosure was essential to avoid overwhelming technical users.
User task flow for the app
After presenting to the team, and after discussions and brainstorming, we agreed on new user task flow iterations to better reflect the app needs, and landed on finalized user flows for both the environment and the app.
Updated user task flow for the app
Finalized user task flow for the app - Option 1
Three rounds of hand sketches explored app screens, physical booth layouts (wall TVs, tablet stations, demo area), game mechanics, and UI patterns.
Second round of sketches
First round of sketches
I created lo-fi wireframes and interactive prototypes based on team feedback. Iterations were minor but helped us converge on the desired experience quickly.
Lo-fi wireframes of the proposed app
A hybrid immersive experience featuring:
The concept balanced education, competition, and clarity, making complex products accessible through play.
App names suggestions
This project strengthened my skills in:
Even in industrial contexts, thoughtful gamification and progressive disclosure can dramatically improve engagement. Starting with a detailed proposal like this enables faster, more aligned execution.
While a simpler interactive app was built and used at MINExpo, this exploratory work showcases my end-to-end UX process and strategic thinking for future enhancements.
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