THUAS Open Day

Scroll down

Client

THUAS Open Day

Services

App design

User Research

Industry

Education

Year

Apr 2024 – Jun 2024

Infos

An interactive 'Gamified Mission' application designed to transform the passive CMD Open Day at THUAS into an engaging, student-led journey that reflects the program's digital identity.

The Challenge

CMD/UXD at THUAS is all about digital and interactive design, yet its Open Day stayed passive, paper-based and hard to navigate.

01 — Problem

The disconnect between identity and experience

01

Passive participation

Visitors watch posters and presentations without a sense of belonging or doing.

02

Analogue dependency

Printed brochures and maps clash with a program built on digital innovation.

03

Fragmented journey

Expos, workshops and labs across the 6th and 7th floors feel disconnected.

02 — Research Question

What do future students expect from an Open Day?

Q1

What do prospective UXD/CMD students hope the Open Day will include in terms of interactive experiences?

Q2

What keeps prospective UXD/CMD students engaged on an Open Day?

Q3

What digital or interactive elements are most effective in communicating the UXD program's identity?

03 — Research

Three methods, one direction

Desk research mapped the gaps, a survey validated them, and interviews explained the why.

Desk research

40%

prefer digital or hybrid experiences when visiting a new campus.

Survey · 30 respondents

85%

believe the Open Day should reflect CMD/UXD's digital, creative identity.

Interviews · 2 methods

“I want to know what it's actually like to study here, not just the marketing version.”

Visitors want real stories and a clear route through the campus.

Survey — what visitors want most

Student project demos

60%

Information about the major

50%

Challenges / games

50%

04 — Synthesis

From raw data to key insights

Every finding from the desk research, survey and interviews was clustered in an affinity diagram.

Affinity diagram

Key insights

01

Past Open Day lacks the digital, interactive side of CMD/UXD.

02

Conversations are what visitors remember.

03

Visitors want to take part, not just listen.

04

Student work is the strongest hook.

05

Digital and physical work best together.

06

Students want Open Day to reflect CMD's digital identity.

05 — User Journey Map

The emotional landscape of a visit

Mapping how prospective students feel as they move through the campus exposed the gap between expectation and reality.

06 — Design Direction

Four strategies for engagement

Each direction answers a friction point found in the journey map.

01

Immersive and interactive experiences

Solution — From information delivery to active participation: hands on workshops and mission based interactions let visitors experience the program’s creative identity first hand.

02

An effective visitor guidance system

Solution — A structured flow that combines digital navigation with physical cues, so visitors can explore the campus with confidence.

03

Detailed and diverse information

Solution — In-depth content such as assignment examples and career roadmaps in various formats, plus follow-up digital materials that support decision-making after the event.

04

Meaningful communication

Solution — Gamified “trigger moments” that lower the social barrier, so authentic conversations and networking happen naturally.

07 — Ideation

Diverging

Crazy 8s, SCAMPER and brain dumping generated dozens of ideas, from small digital touchpoints to large physical interventions.

01

HMW design structured and interactive activities that help first-time visitors shift from passive observation to active participation?

02

HMW combine digital and physical elements to enhance engagement and make the experience more immersive?

03

HMW create opportunities and environments that encourage natural and meaningful conversations with students or tutors?

Crazy 8s

SCAMPER

Brain dump

08 — Prioritisation

Converging

An impact/feasibility matrix filtered the ideas down to concepts that were both innovative and realistic within the THUAS setting.

09 — Final Solution

CMD Mission Tour

A gamified mission application that turns the Open Day into an engaging, student-led journey across both floors.

01

Six missions, one Open Day

The home screen turns the visit into six missions, each stamped by a tutor or staff member. When every stamp is collected, the reward unlocks.

Why — visitors wanted to take part, not just listen. Missions give them a reason to move, ask and explore.

02

Every mission tells you where to go

Each mission explains what to do and how to complete it, with a hint and a photo of the place or person to look for.

Why — conversations with students and teachers were the most memorable part of the day. Missions turn them into a goal.

03

Plan your own hands-on route

All workshops in one list. Each detail page shows location, duration, tutor and the missions it connects to.

Why — hands-on activities and real student projects were what visitors found most interesting.

04

Walk the building before you get lost

An interactive floor map with real photos. Visitors tap the arrows to virtually walk to the UXD/CMD floors.

Why — the two floor layout confused visitors and made them miss sessions.

05

A reward to take home, from an app made by students

Completing all six missions unlocks a downloadable PDF with curriculum details, tools and tips to prepare. The About page explains why the app exists, how to use it and where to get help.

Why — visitors wanted more depth about courses than general introductions offered, and said the Open Day should reflect CMD/UXD’s digital identity. The app itself shows what students here can make.

Next Project

See final product ↓