Wander Quest

Turning nature into a game—and a game into real adventure
How do you get people to put down their phones by giving them a reason to pick them up? At SDH, I designed a mobile adventure platform that transformed outdoor exploration into engaging gameplay—reducing setup time by 50% and driving weekly user returns through intuitive design and social features.

Project Snapshot:

Role: UX/UI Designer

Timeline: 6 months in 2021

Platform: Web, Android

Team: 2 Designers, 1 PM, 1 BA, 5 Software Developers, 1 DevOps, 1 Marketer

Tools: Figma, FigJam, User Testing, Atlassian, ChatGPT, Slack, Zoom, etc.

About the product:

A new kind of adventure. WanderQuest is a mobile game designed to make outdoor exploration more fun. Admins can create challenges like treasure hunts, team missions, or nature quests. Players take on those challenges in real time, exploring new places, earning rewards, and connecting with others along the way.

It’s not just a game—it’s a way to make walking to the woods or wandering through a park feel like something epic.

1.5K

users per month

65

new games each month

AI

for image recognition

My role:

I was one of two designers on the project, and I worked across the entire experience—from early research to high-fidelity prototypes:

  • Led user interviews and testing with admins and players

  • Built wireframes, flows, and prototypes for both sides of the platform

  • Developed a design system to keep everything consistent

  • Worked closely with developers to refine and implement designs

The Challenge:

Design a platform that’s fun to use, but doesn’t get in the way.

We had two user types with very different goals:

  • Admins, who needed to set up, manage, and monitor challenges.

  • Players, who just wanted to get outside and play.

Our challenge was to design a system that felt lightweight and playful for users, while giving admins just enough control behind the scenes.

But we quickly discovered a few things getting in the way:

  • Admins found challenge creation clunky and time-consuming

  • Players had trouble navigating in outdoor settings—especially with bright screens

  • Both groups wanted more social interaction and a sense of progress

Listening first:

We kicked things off with research—interviews, surveys, and informal testing with both admins and outdoor explorers. I created personas to reflect both groups, then mapped their needs and pain points across the experience.

Some key insights:

  • Admins wanted templates and smarter tools to speed up challenge creation

  • Players needed big buttons, clear paths, and high-contrast UI for using the app outside

  • Everyone wanted ways to connect—whether that was through leaderboards, chat, or team-based quests

Designing with adventure in mind:

We designed two separate but connected experiences:

For admins:

  • A clean, intuitive dashboard

  • Pre-built challenge templates to speed up creation

  • Real-time stats and messaging tools

For players:

  • A streamlined onboarding experience

  • Easy-to-follow maps and progress tracking

  • Social features like chat, friend invites, and shared quests

We tested everything—early and often—with real users. Their feedback directly shaped features like the guided challenge builder and the simplified quest navigation UI.

Highlights:

Challenge Creation Flow: Redesigned as a step-by-step builder with optional templates—cut setup time in half.

Outdoor UI Enhancements: Bold colours, larger tap targets, and map-focused navigation made the app easier to use mid-adventure.

Social Layer: Built-in chat, team quests, and leaderboards gave the game more energy and stickiness.

Final results:

We launched the MVP with a small group of users, including schools and corporate teams using it for workshops. The response was enthusiastic:

  • Admins were creating challenges in under 10 minutes

  • Players were coming back weekly to complete new quests

  • The client began planning for phase two—including AR and smart recommendations

What I learned:

Designing for the outdoors is different. It taught me to:

  • Test where the product will be used—not just in a comfy room

  • Design for sunlight, movement, and moments of excitement

  • Balance flexibility for admins with simplicity for players

WanderQuest reminded me that the best digital experiences can lead to the best real-world ones.

💬 Want to dive deeper?

I'm happy to walk you through the project in more detail — just reach out or connect on LinkedIn.

Ready to discuss your
next design challenge?

I’m happy to walk you through any of my projects — the thinking, the decisions, the lessons learned. Just reach out in whatever way works best for you.

Ready to discuss your
next design challenge?

I’m happy to walk you through any of my projects — the thinking, the decisions, the lessons learned. Just reach out in whatever way works best for you.

Curious about the process behind the pixels?

I’m happy to walk you through any of my projects — the thinking, the decisions, the lessons learned. Just reach out in whatever way works best for you.

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