UofT Footprint

Making the U of T Mobile App Worth Opening

A campus discovery feature that helps students explore St. George, complete small quests, collect stamps, and save personal memories inside the U of T Mobile App.

Final prototype

A campus app experience students could actually revisit.

Footprint gives the U of T Mobile App a new role: helping students discover places, complete small quests, collect stamps, and save memories tied to campus.

U of T Footprint entry screen with the Footprint wordmark over fog.St. George Campus map with fog, a user location indicator, stamps, and 1 out of 10 stamps uncovered.New stamp unlocked screen showing the Robarts stamp after stamping.

Project Snapshot

My role was to keep a broad engagement problem focused and buildable.

I worked as project lead and helped manage communication with our MADLab stakeholder. I also contributed to research planning, student interviews, synthesis, feature direction, UI design, and final storytelling.

Client

MADLab

U of T Mobile Application Development Lab

Project type

Master's Capstone Project

Timeline

3 months

Team

5 UX students

My role

Project lead

Stakeholder management

Research and synthesis

UI design and project oversight

Scope

New feature concept

St. George campus

The Outcome

Final concept

Footprint turns campus movement into discovery, memory, and return motivation.

Instead of making the mobile app another place for links, the concept gives students a repeatable loop: discover a place, complete a quest, save a memory, collect a stamp, and return to uncover more of campus.

Discover

Find nearby places that feel worth visiting, not just searchable.

Quest

Complete a small prompt that fits between classes.

Remember

Capture a note or photo tied to a real campus place.

Collect

Unlock a stamp and build a personal campus archive.

Recap screen showing places discovered this semester.
Recap screen showing memories captured with saved campus photos.
Semester recap screen showing 3 places discovered, 5 quests completed, and 6 photos captured.

The long-term payoff is a personal record of where students went, what they completed, and what they saved.

Why This Feature?

The app existed, but it had not become a student habit.

U of T had more than 100,000 students, but the mobile app had around 8,000 downloads and roughly 250 to 300 daily active users. Students already had Google, U of T websites, maps, group chats, friends, Instagram, Reddit, and other ways to find information.

The problem was not simply awareness. The app did not have a strong enough reason to be opened repeatedly.

100k+

students

The student community was much larger than the app audience.

~8k

downloads

The app had not become a default student habit.

250-300

daily active users

Repeat engagement was far below campus scale.

Current U of T Mobile App home screen with a grid of external tools and links.

Existing app behavior

Students saw a useful but forgettable link grid.

Audit of the current U of T Mobile App showing a link-heavy home experience.

Design implication

The answer could not just be another shortcut.

The Pivot

Utility was not enough to explain engagement.

Early research pushed us away from asking what single practical feature was missing. Students already had workarounds for finding information. The more important question became why the app would matter in the first place.

Early framing

What utility should we add?

This treated engagement as a missing-feature problem.

Final framing

Why would students care enough to return?

This reframed the app as part of campus life, not just campus information.

What feature is missing?

What would make students want to return?

How can the app be more useful?

How can the app become part of student life?

What information do students need?

What campus moments do students value?

How do students navigate?

How do students build connection with campus?

Research Process

Research stayed compact, but the questions changed.

We started with the current app and student feedback, then pivoted into campus connection, familiar spaces, memories, photos, exploration, and what students wanted to remember about U of T.

Current app audit

Mapped the existing app structure and where it pushed students out to external links.

Store review analysis

Looked for patterns in existing student feedback about value and retention.

Comparator scan

Used Waterloo as a reference for more centralized campus app support.

Interviews

Shifted from functional app tasks to connection, routines, isolation, and memory-making.

Discovery survey

Validated exploration, photos, pride, and collection with 60 student responses.

Audit of the current U of T Mobile App showing a link-heavy home experience.

Current app audit

The existing app pattern was link-heavy.

Comparator scan of the Waterloo mobile app showing academics, events, and services.

Comparator scan

Waterloo showed a more centralized student-life model.

What We Learned

The strongest opportunity was emotional, not only informational.

The research pointed to a product direction that could make campus feel more personal while still staying lightweight enough for the existing app context.

01

Students moved through campus in routine ways.

39/60 mostly stuck to familiar routes and spaces. Only 4/60 often explored new areas.

The feature needed to create low-pressure reasons to notice places students normally walked past.

02

Campus connection was personal.

Connection came from friends, photos, buildings, study spots, events, and small rituals.

The experience had to support memories and meaning, not only official campus information.

03

Lightweight collection could motivate return visits.

34/60 chose stamps or stickers as fun virtual artifacts; badges followed with 23 responses.

Stamps gave the team a repeatable reward loop without turning the feature into a heavy game.

Design Direction

Make campus exploration feel easy, personal, and worth remembering.

The feature could not feel like a complicated game. It needed to be a small layer of discovery inside the existing U of T app, grounded in real places and realistic to build.

Lightweight

Usable between classes or during short breaks.

Campus specific

Grounded in real St. George landmarks and routes.

Personal

Built around memories, not only tasks.

Repeatable

Designed to create a reason to return.

Realistic

Scoped as an add-on to the existing U of T app.

Prototype Journey

The prototype was designed as a full student journey, not a single screen.

The flow covers first-time onboarding, map discovery, quest completion, stamp collection, memory saving, and semester recap. That matters because the concept only works if the return loop is visible.

Welcome to U of T Footprint tutorial screen explaining fog-covered campus exploration.Tutorial screen explaining that walking clears fog and creates a personal digital footprint.St. George Campus map with fog, a user location indicator, stamps, and 1 out of 10 stamps uncovered.

01

Enter a fog-covered campus map

The first-time flow frames exploration as a personal digital footprint. Students reveal campus by moving through it, making the map feel tied to their own routine.

Map screen prompting the student to locate University College and access a new quest.Zoomed-in St. George map showing Robarts Library revealed through fog.

02

Find a nearby landmark

Pins and stamps make landmarks feel discoverable without replacing Google Maps. The point is not faster navigation; it is giving students a reason to care about where they go next.

Quest list showing nearby landmark quests with distance and view on map actions.Quest detail screen asking the student to stand in front of Robarts Library and capture a photo.

03

Complete a small quest

Quests turn passive waiting time into a lightweight activity. They are short enough for a break between classes and specific enough to create intention.

Photo confirmation screen showing a saved memory at John P. Robarts Library.New stamp unlocked prompt asking the student to tap to stamp.New stamp unlocked screen showing the Robarts stamp after stamping.

04

Unlock a stamp and save a memory

The reward moment connects exploration to progress, then gives students a way to save what happened there through a photo or memory card.

Key Screens

The screen set makes the product mechanics inspectable.

These screens show how a student enters Footprint, finds places, starts a quest, saves a memory, and builds a collection over time.

U of T Footprint entry screen with the Footprint wordmark over fog.

Footprint Entry

Introduces the feature as a distinct experience inside the existing U of T app.

St. George Campus map with fog, a user location indicator, stamps, and 1 out of 10 stamps uncovered.

Discovery Map

Shows progress, location, hidden landmarks, and revealed campus zones in one place.

Quest list showing nearby landmark quests with distance and view on map actions.

Quest List

Lets students compare nearby quests by distance and decide where to go next.

Quest detail screen asking the student to stand in front of Robarts Library and capture a photo.

Quest Detail

Turns a landmark into a concrete action with a fact, prompt, and photo task.

Stamp collection screen showing unlocked and locked campus landmark stamps.

Stamp Collection

Creates long-term progression through unlocked and locked campus landmarks.

Memory collection screen showing saved photos from campus landmarks.

Memory Archive

Makes the experience personal by turning photos into a saved campus record.

Full tutorial flow overview from the Footprint prototype.

First-time flow

Onboarding teaches the fog map, first quest, photo capture, and stamp unlock.

Regular user flow overview from the Footprint prototype.

Returning user flow

The regular path starts from discovery, then moves into landmark details and active quests.

Wrapped recap flow overview from the Footprint prototype.

Semester recap flow

The payoff becomes a shareable record of places, quests, photos, and uncovered campus.

How It Responds

Every product choice connects back to the engagement problem.

Footprint responds to the app's low perceived value by creating an in-app experience that is lightweight, repeatable, and specific to student life at St. George.

No strong reason to open the app

Quests and stamps create repeat visits

App felt like a collection of links

Footprint creates an in-app campus experience

Students moved through routine paths

Discovery prompts encourage exploration

Connection came through memories and places

Memory saving makes the experience personal

MADLab needed something realistic

The feature is lightweight and scoped to St. George

My Role & Constraints

My contribution was the project framing as much as the interface.

As project lead, I helped move the team from a broad app-usage problem toward a clear product story: students needed a reason to care, not just another way to find links.

Project leadership

Kept the team aligned, managed communication with MADLab, and helped turn a broad engagement ask into a focused feature direction.

Research direction

Helped reframe interviews from functional app needs toward student meaning, campus connection, routine, and memory-making.

Synthesis

Connected interview and survey patterns to a practical product loop: discover, quest, remember, collect, return.

UI and storytelling

Contributed to the interface direction and shaped the final case-study narrative around why the product was worth opening.

New feature, not full redesign

Footprint was designed as an add-on layer inside the existing U of T Mobile App.

Lightweight build

The concept avoids a large social platform, heavy backend, or complex recommendation engine.

Privacy conscious

Location and memory actions are framed as explicit, optional interactions that need clear consent.

St. George scope

One campus gave the prototype a realistic boundary and a clear first rollout path.

1 to 2 academic term feasibility

The design can be phased through map reveal, landmark data, quests, stamps, and saved memories.

Consent touchpoint

Location permission screen for the U of T Mobile App.

Next Steps & Reflection

The next step would be testing the return loop with students.

I would test whether students understand Footprint in the first few seconds, whether quests feel motivating without feeling childish, whether memory saving belongs inside a university app, and whether stamps are enough to create repeat visits.

The main lesson was that engagement is not only about adding more features. The project became stronger when we stopped asking what utility students needed and started asking what would make the app worth opening.

UofT Footprint stamp system showing landmark stamps and locked states.

A campus companion for discovery, memories, and return visits.