Vanessa Noueider
Vanessa Noueider
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  • About
  • UX Design
    • Motion Metrics Website
    • SharePoint Redesign
    • Weir Interactive App
    • Interactive App Proposal
    • beHere Case Study
    • WorkPal Case Study
    • PlayStation App Re-Design
    • ElderDog Website ReDesign
    • UX Design Challenges
  • Graphic Design
    • Branding
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    • Jersey Design
    • Social Media Posts
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MineMetrics – Gamified AR + IRL Tradeshow Experience

MineMetrics – Gamified AR + IRL Tradeshow Experience

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.

  • Company: Weir Motion Metrics 
  • Role: Lead UX/UI Designer (Sole designer – end-to-end proposal)
  • Timeline: May – September 2023
  • Scope: Problem definition, user research synthesis, persona development, opportunity framing, user task flows, sketching, UI concepts, and high-fidelity interactive proposal 
  • Platform: Hybrid AR companion app + physical booth installation 

View Prototype

The Challenge

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?

User Research & Persona

I developed a primary persona: 

Bob:

  • 50-year-old Mine Manager
  • English-speaking
  • Deeply experienced in traditional mining practices
  • Skeptical of “new tech.” 
  • He wants clear value quickly without feeling sold to.


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.

Opportunity Framing & Chosen Direction

Proposed Opportunities & Chosen one

 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.

Design Process

User Task Flows

 I mapped and iterated multiple flows covering onboarding, gameplay, scoring, and lead capture. Progressive disclosure was essential to avoid overwhelming technical users.

Initial User Task Flows

User task flow for the app

    User Task Flows Iteration

    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.

    Iterated User Task Flows - Refined after team feedback and brainstorming

    Updated user task flow for the app

      Finalized User Task Flows - Option 1 & 2 for the app

      Finalized user task flow for the app - Option 1

        Sketching & Ideation

         Three rounds of hand sketches explored app screens, physical booth layouts (wall TVs, tablet stations, demo area), game mechanics, and UI patterns.

        App Sketches - Multiple Iterations

        Second round of sketches

        Environment Sketches - Booth Layout Concept

        First round of sketches

        Prototypes

         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

        Proposed Solution: MineMetrics

         A hybrid immersive experience featuring:

        • AR companion app for part detection and real-time scoring via QR codes
        • Physical shovel bucket demo station
        • Large-scale booth graphics and live TV leaderboard
        • Simple onboarding and tutorial to lower barriers for users like Bob

        The concept balanced education, competition, and clarity, making complex products accessible through play.

        App Summary & Inspiration

        App names suggestions

          Final Prototype

          MineMetrics prototype on mobile in Figma.

          View Prototype

            Outcome & Key Takeaways

            Outcome

            This project strengthened my skills in:

            • Designing for skeptical B2B/technical audiences
            • Creating hybrid physical-digital experiences
            • Moving quickly from strategy and research to detailed flows and high-fidelity concepts
            • Balancing fun gamification with clear educational value

            Key Takeaways

            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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