Romesh Liyanage

Designing a Multi-Surface Navigation System for Confidence, Reliability, and Scale

Transforming campus navigation from a mapping feature into a trust-centered, cross-device system.

Outcome Highlights

Increased first-attempt navigation success

Reduced wayfinding support dependency

Decreased hesitation at entrances and transitions

Scalable cross-surface architecture

Context

Tampere University operates across multiple campuses with complex building layouts, disconnected entrances, inconsistent naming conventions and Limited indoor GPS reliability.

Before TUNI Compass:

  • Students relied on static PDF maps
  • Google Maps did not accurately reflect internal pathways
  • Support staff regularly answered repetitive navigation questions
  • First-year and international students struggled disproportionately

The initial request was:

“Build a campus navigation app.”

This framing was feature-oriented and solution-constrained.

Problem Reframing

Rather than accepting the request at face value, I conducted exploratory research to understand failure points.

Through interviews with first-year students, guerrilla testing on campus, analysis of orientation-period questions, and shadowing students navigating between lectures, I discovered that students were often able to locate buildings on maps - yet still failed to reach destinations confidently.

But they failed at decision points.

Students hesitated:

  • At entrances
  • At corridor splits
  • During floor transitions
  • When unsure if they had arrived

This hesitation led to second-guessing, delays, and external help-seeking.

The real problem was not information access. It was confidence under uncertainty.

Reframed Problem Statement

"How might we increase first-attempt navigation success by reducing uncertainty at critical decision points?"

This shifted the product from a mapping tool to a confidence system.

Key Behavioral Insights

Through structured interviews, guerrilla testing during live campus transitions, and real-time shadowing of students navigating between lectures, I focused on identifying behavioral breakdown patterns rather than usability complaints.

Across participants, hesitation emerged as the dominant friction signal, but it was not random. It followed repeatable patterns.

Synthesis

These insights revealed a consistent pattern:

Students do not fail because they lack maps.
They fail when ambiguity exceeds their confidence threshold.

Navigation is therefore not a mapping problem. It is a trust calibration problem.

Reducing hesitation at high-friction nodes became the primary design focus – shifting the product from directional assistance to confidence reinforcement.

Role & Ownership

Role: Lead Product Designer

Duration: 12 weeks

Scope: End-to-end navigation system strategy and experience design

TUNI Compass began as a scoped feature request: “Build a campus navigation app.” I expanded the initiative from a mapping feature into a behavior-driven navigation system focused on reducing decision-point hesitation and increasing first-attempt success.

Ownership Boundaries

To clarify scope:

I owned:

  • Research direction
  • Experience strategy
  • System architecture
  • Interaction design
  • Validation synthesis

I did not own:

  • Backend infrastructure implementation
  • University facility data management
Strategic Ownership

I led the project from ambiguous framing through validated system definition.

This included:

  • Conducting exploratory research and live campus observation
  • Reframing the problem around confidence under uncertainty
  • Defining behavioral success metrics
  • Establishing design principles grounded in observed patterns
  • Translating research insights into product-level implications

Rather than executing against predefined requirements, I shaped the product direction itself.

I owned the experience strategy and system architecture, including:

  • Defining the spatial hierarchy model (Campus → Building → Floor → Block → Room)
  • Structuring decision-node reinforcement logic
  • Designing cross-surface interaction consistency (iOS, Android, watchOS)
  • Balancing reliability constraints with user confidence needs
  • Defining trade-offs between efficiency, cognitive load, and scalability

This ensured continuity from behavioral insight → structural model → interaction design.

I drove critical product decisions including:

  • Prioritizing confidence reinforcement over shortest-path optimization
  • Defining first-attempt navigation success as the primary metric
  • Limiting scope to high-impact friction points instead of feature expansion
  • Structuring success measurement around hesitation reduction

 

These decisions required balancing:

  • User behavior vs stated preference
  • Technical feasibility vs experience clarity
  • Short-term delivery vs long-term scalability

I collaborated closely with:

  • Engineering stakeholders (indoor GPS limitations, feasibility constraints)
  • University staff (orientation workflows, support burden patterns)
  • Student participants (validation and testing)

 

While I did not implement backend engineering systems, I influenced feasibility decisions through architecture modeling and constraint analysis.

Design Principles

Before designing features, we defined guiding principles to avoid feature-driven expansion:

Trust over technical precision

Perceived reliability matters more than perfect positioning. Confidence drives commitment.

Reinforcement over instruction density

Clarity at decision points reduces hesitation. Subtle confirmation outperforms clutter.

Context-aware activation over persistent UI

Features appear only when needed. Noise decreases when confidence is stable.

Cross-surface consistency over feature replication

Behavior remains consistent across devices. Continuity builds trust more than feature parity.

Measure behavior, not usage

Success is reduced hesitation and help-seeking - not taps, sessions, or screen time.

Defining Success

We defined success metrics before designing any solution, anchoring evaluation to behavioral and institutional outcomes rather than interface-level improvements.

This ensured the product would be measured by reduced uncertainty - not feature adoption.

Primary Outcome

First-Attempt Navigation Success

Percentage of students reaching their intended destination without backtracking, extended hesitation, or external assistance.

This directly reflects increased confidence under uncertainty.

User Behavior Signals

Decision-Point Hesitation Frequency

Pause duration and reorientation behavior at entrances and intersections

Route Deviation Frequency

Mid-route corrections or directional reversals

Time-to-Commitment

Time taken before confidently proceeding at a decision node

These behavioral signals allow early detection of ambiguity before failure occurs.

System Signals

Navigation Confidence (Post-Task Self-Report)

Likert-scale confidence ratings after navigation tasks

Guidance Reliance Pattern

Whether users repeatedly re-check directions at the same node

Latency of Glanceable Cues

Time required for users to interpret directional guidance

These validate that the system supports rapid clarity.

Institutional Impact

Because navigation breakdown created operational burden, institutional outcomes were included:

Reduction in navigation-related support inquiries

Adoption among first-year and international students

Retention through Month 1 of semester

This ensured the system addressed ecosystem-level friction – not just user-level behavior.

Constraints & Risk Assessment

The design of TUNI Compass was strongly shaped by real-world infrastructure, technical, and behavioral constraints.

Rather than treating constraints as limitations, they were treated as product design signals that influenced system architecture and experience decisions.

The primary risk was losing user trust if navigation guidance failed in high-uncertainty environments.

Limited Indoor Positioning Accuracy

Indoor GPS reliability varied across campus buildings.

Risk -> Incorrect directional guidance could increase confusion rather than reduce it. 

Design Response -> Avoid reliance on precision routing. Prioritize landmark-based guidance and confidence reinforcement. 

Device Ecosystem Fragmentation

Users accessed navigation across: Mobile devices and Wearables

Risk -> Inconsistent behavior across surfaces would increase cognitive load.

Design Response -> Defined cross-surface behavioral consistency as a design principle. 

Variable Campus Architecture

Campus buildings had: Multiple entrances, Similar corridor layouts, and Limited directional signag.

Risk -> Users could misinterpret spatial orientation cues.

Design Response -> Reinforced hierarchical navigation context continuously.

Lighting and Movement Variability

Students navigated: Outdoors, and Indoor corridors, Transition zones

Risk -> Visual-only guidance could fail under different lighting or movement conditions.

Design Response -> Combined visual and spatial confirmation signals rather than relying on single-channel guidance.

Over-Reliance on Guidance

Risk -> If navigation became too intrusive: Users might lose spatial learning ability, System trust could degrade.

Design Response -> Reinforced hierarchical navigation context continuously.

Cognitive Overload

Risk -> Dense navigation information can increase hesitation rather than reduce it. 

Design Response -> Progressive information disclosure. Minimal walking-state UI.

First Impression Reliability

Risk -> If early experiences failed: Users would revert to existing solutions like static maps or social navigation.

Design Response -> Prioritized reliability in high-friction zones (entrances, transitions, arrivals).

The highest systemic risk was trust degradation.

Risk -> If navigation guidance: Failed at decision nodes Provided inconsistent signals Increased user uncertainty Users would abandon the system quickly.

Design Response -> Trust was treated as a core product architecture requirement, not a UX layer.

Experience Strategy

i
What should the experience feel like and achieve? [Product Thinking Layer]

The experience strategy for TUNI Compass was designed as a confidence progression system, rather than a traditional navigation interface.

Instead of optimizing for shortest path routing, the experience was designed to support users as their familiarity and certainty increased over time.

Navigation should feel like a supportive guide that gradually becomes less necessary as users learn the environment.

Design Response

Phase 1 - Orientation (High Uncertainty)

Target Users:

  • First-year students
  • International students
  • Visitors

Primary Needs:

  • Strong directional clarity
  • Clear entrance identification
  • Immediate arrival confirmation

Design Characteristics:

  • Strong visual directional commitment
  • Landmark-first guidance
  • Reduced information density

Goal: Reduce anxiety during first-time navigation.

Phase 2 - Adaptation (Growing Familiarity)

Target Users:

  • Students who have navigated campus once or twice.

Primary Needs:

  • Faster decision support
  • Reduced guidance intensity
  • More spatial autonomy

Design Characteristics:

  • Guidance becomes more subtle
  • Confirmation cues replace detailed instructions

Goal: Support learning of spatial structure.

Phase 3 - Mastery (High Familiarity)

Target Users:

  • Regular campus users.

Primary Needs:

  • Optional navigation support
  • Minimal interface presence

Design Characteristics:

  • System recedes into background
  • Guidance becomes glanceable and optional

Goal: Allow users to navigate naturally without system dependence.

Behavioral Reinforcement Model

The experience was designed around three behavioral outcomes:

  • Reduce Uncertainty – Provide clarity at decision nodes.
  • Increase Spatial Confidence – Help users build mental maps of campus layout.
  • Reduce External Dependency – Minimize need to ask others for directions.

Multi-Surface Strategy

The experience was intentionally designed to adapt across devices without duplicating features.

  • Mobile – Primary navigation planning and walking guidance.
  • Wearables – Glanceable directional confirmation and haptic feedback.
  • Future Extensions (Conceptual) – Contextual campus event navigation and accessibility enhancements.

Design Philosophy

The product was not designed as a navigation tool.

It was designed as a spatial confidence system.

The system should:

  • Help users make faster decisions
  • Reduce hesitation loops
  • Reinforce spatial understanding over time

System Architecture

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How does the system make the experience possible? [System Thinking Layer]

TUNI Compass was designed as a layered system rather than a collection of screens.

The architecture prioritized reliability, behavioral reinforcement, and scalable expansion across campus infrastructure.

Design Response

Trade-offs & Strategic Decisions

Designing TUNI Compass meant being careful and intentional.

We didn’t add every feature just because it was technically possible. Some ideas were intentionally deprioritized to protect system trust, clarity, and long-term scalability.

Design Response

Possible Direction: Continuous, granular turn-by-turn instructions similar to consumer GPS systems.

Why We Didn’t:

  • Indoor positioning accuracy was inconsistent.
  • Over-instruction increases cognitive load.
  • Users hesitate at decision nodes – not along straight paths.

 

Decision: Prioritize decision-point reinforcement over continuous instruction streams.

Trade-off: Less granular direction, but higher perceived reliability.

Possible Direction: Full AR overlay navigation throughout the walking journey.

Why We Didn’t:

  • AR requires stable positioning accuracy.
  • Prolonged camera usage increases fatigue.
  • Battery and performance constraints reduce reliability.

 

Decision: AR as contextual support, not persistent primary navigation.

Trade-off: Reduced novelty, increased trust and usability.

Possible Direction: Adaptive routes based on user patterns, schedule data, or historical behavior.

Why We Didn’t:

  • Early-stage trust was more important than personalization.
  • Added complexity could increase system unpredictability.
  • Behavioral clarity precedes behavioral optimization.

 

Decision: Establish reliability baseline before introducing adaptive intelligence.

Trade-off: Slower feature sophistication, stronger foundational trust.

Possible Direction: Adding

  • Campus event discovery
  • Social location sharing
  • Real-time crowd density
  • Smart notifications

 

Why We Didn’t: Adding too many features can make the navigation confusing and less clear.

Decision: Protect core navigation experience before layering secondary utilities.

Trade-off: Narrower initial scope, stronger product identity.

Possible Direction: Build the system around high-precision indoor positioning as the main solution.

Why We Didn’t: The buildings have different infrastructure, so consistent accuracy couldn’t be guaranteed everywhere.

Decision: Design the app to work reliably even when conditions aren’t perfect.

Trade-off: We chose a stable, dependable system over chasing the technically “perfect” solution.

Strategic Philosophy

The product strategy prioritized:

  • Trust over novelty
  • Reliability over technical ambition
  • Clarity over feature richness
  • Behavioral outcomes over surface engagement

This required disciplined scope control and architectural restraint.

Design Execution

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What does the user actually see and interact with? [UI Layer]

Translating navigation architecture into a confidence-centered experience

Following the experience strategy and system architecture, the next step was translating the navigation model into interfaces that support real-world movement across complex campus environments.

Rather than designing screens sequentially, the execution focused on implementing interaction behaviors derived from the behavioral insights uncovered during research.

Each behavior addresses a specific breakdown identified, particularly hesitation at decision points, spatial hierarchy confusion, and uncertainty near the destination.

Together, these behaviors transform navigation from a static map interface into a confidence-centered navigation system, aligned with the core design goal:

"Increase first-attempt navigation success by reducing uncertainty at critical decision points."

Validation & Iteration

Testing whether the system reduced navigation uncertainty

After implementing the core navigation behaviors, the next step was validating whether the system reduced the hesitation and confusion observed during the initial research.

Rather than relying only on traditional usability feedback, the evaluation focused on behavioral signals tied directly to the project’s success criteria. The goal was to determine whether the system improved first-attempt navigation success by reducing uncertainty at critical decision points.

Testing was conducted through in-situ walkthrough sessions across campus buildings, where participants navigated to unfamiliar classrooms using the prototype. Observations focused on how users behaved while moving through the environment - particularly at entrances, intersections, and floor transitions where hesitation had previously occurred

The evaluation focused on the behavioral signals defined earlier in the project:

Whether participants could reach their destination without external assistance or backtracking.

The time users paused or slowed down when approaching intersections, entrances, or staircases.

Instances where users left the intended path or corrected their direction.

Situations where users asked nearby people for confirmation or directions.

Testing revealed several important improvements in navigation behavior.

Participants were able to commit to directions more quickly when approaching corridor intersections and entrances. The amplified guidance at decision nodes helped users choose a path without repeatedly checking the map.

Participants reported feeling more confident about where they were within the building structure. The persistent display of building, floor, and block context helped them maintain orientation while navigating unfamiliar environments.

An important observation during testing was how quickly participants understood the interface. Instead of introducing a completely new navigation interaction, the system intentionally followed familiar patterns used in common navigation applications.

Because most users were already familiar with map-based navigation experiences such as Google Maps, they were able to immediately understand how the interface worked. This reduced the learning curve and allowed participants to focus on navigating the environment rather than learning how to operate the application.

As a result, students were able to use the system confidently from their first interaction.

Earlier prototype versions created some uncertainty near the destination. Strengthening the arrival confirmation state eliminated this hesitation and allowed participants to confidently complete navigation tasks.

Based on testing observations, several improvements were made to strengthen the navigation experience.

Directional cues near intersections were made more visually prominent to ensure they were easily noticeable while walking.

Instructions for staircase and floor transitions were simplified to reduce confusion during vertical movement.

The arrival state was redesigned to clearly communicate that the destination had been reached, eliminating last-meter uncertainty.

The interface continued to align closely with familiar map navigation patterns to maintain intuitive interaction and avoid unnecessary learning overhead.

Outcome

Following these iterations, participants were able to navigate to unfamiliar locations with less hesitation, fewer route corrections, and reduced reliance on external assistance.

These results indicate that the navigation system successfully addressed the core challenge: Increasing first-attempt navigation success by reducing uncertainty at critical decision points.

Impact

Improving navigation confidence across campus environments

The goal of TUNI Compass was not simply to create a campus map, but to improve first-attempt navigation success by reducing uncertainty during movement. By focusing on decision-point guidance, spatial orientation, and familiar navigation patterns, the system aimed to help users move through complex campus environments with greater confidence.

Testing and observation indicated that the navigation system successfully addressed several of the behavioral challenges identified during the research phase.

One of the most consistent improvements observed during testing was the reduction of hesitation at navigation nodes such as corridor intersections, entrances, and staircase transitions.

Because the interface amplified guidance as users approached these moments, participants were able to commit to directions more quickly without repeatedly checking the map or stopping to interpret their surroundings.

This directly addressed the initial behavioral pattern where users would pause, rotate to reorient themselves, or seek confirmation from others.

The continuous display of spatial context – including building, floor, and block information – helped participants maintain a clearer understanding of where they were within the campus structure.

This hierarchical anchoring reduced the uncertainty that previously occurred when users moved between floors or sections of a building.

Participants reported feeling more confident that they were navigating within the correct location even when the surrounding architecture appeared similar.

An important contributor to the system’s usability was the decision to follow familiar navigation patterns rather than introducing a completely new interaction model.

Because most students already have experience using map-based navigation applications, they were able to understand the interface immediately without requiring tutorials or onboarding.

Leveraging these existing mental models reduced the learning curve and allowed users to focus on navigating the environment rather than learning how to operate the application.

As a result, students, visitors, and staff were able to use the system confidently from their first interaction.

During earlier observations, users frequently relied on social fallback behaviors such as asking nearby people for directions or confirming their location with administrative staff.

By strengthening directional guidance, spatial context, and arrival confirmation, the system reduced the need for this external validation.

Participants were able to complete navigation tasks independently, which suggests the system successfully increased navigation confidence.

Beyond improving individual navigation tasks, the project also established a framework that can scale across multiple campuses and buildings.

The navigation model – based on spatial hierarchy, decision-node guidance, and cross-surface interaction – provides a structure that can support future campus expansion, additional buildings, and new navigation features without redesigning the core interaction model.

This makes the system adaptable for long-term use across the university environment.

Reflection

Designing navigation as a confidence system

One of the most important lessons from this project was that navigation problems are often not information problems, but confidence problems. Students generally had access to maps and building information, yet they still struggled to reach destinations because they were uncertain about their decisions at key moments.

This project reinforced the importance of designing for behavior under uncertainty. Instead of focusing solely on route optimization or map accuracy, the design focused on reinforcing confidence at the moments where hesitation actually occurs – particularly at intersections, entrances, and structural transitions.

By shifting the product from a map tool to a confidence-centered navigation system, the experience was able to support how people naturally move through physical environments.

Another key learning was the importance of designing interfaces that function well while users are physically moving.

Unlike many digital interfaces where users are stationary and fully focused on the screen, navigation requires users to divide their attention between the interface and the environment around them.

This meant the design had to balance clarity and simplicity, ensuring that the interface remained readable and helpful without overwhelming users with excessive information. The concept of progressive guidance, where the interface adapts to movement and decision moments, became central to achieving this balance.

An important design decision was intentionally following familiar navigation patterns instead of introducing a completely new interaction model.

Most students already understand how map-based navigation applications work. By leveraging these existing mental models, users were able to immediately understand how to use the system without needing tutorials or onboarding.

This significantly reduced the learning curve and allowed users to focus on navigating the campus environment rather than learning a new interface.

The project reinforced that innovation in product design does not always mean creating new interaction paradigms. In many cases, building on familiar patterns can create a faster, more intuitive experience.

Finally, this project highlighted the importance of designing navigation as a system rather than a single interface.

The layered architecture – including positioning, navigation logic, reinforcement, and surface adaptation allowed the system to remain reliable across multiple buildings and campuses while also supporting different devices.

By separating navigation logic from interface surfaces, the system can expand across new campuses, buildings, and future navigation technologies without requiring fundamental redesign.

This approach helped ensure that TUNI Compass is not just a navigation application, but a scalable campus navigation framework.

Looking forward

Future iterations of the system could further enhance navigation confidence through features such as real-time occupancy signals, accessibility-aware routing, and contextual campus services.

However, the core lesson from this project remains clear:

"Effective navigation design is not just about showing directions - it is about helping people feel confident that they are moving in the right direction."

Appendix

Color System

TUNI Compass follows the Tampere University brand guidelines, which define a set of official brand colors used across the university’s digital platforms.

While these colors work well for standard digital communication, designing a navigation-based mobile application requires a broader color scale to support elements such as route indicators, hierarchy labels, states, and accessibility considerations.

To address this, a comprehensive color palette was derived from the university’s predefined colors. The palette was created by generating tints, shades, and tones of the base colors, allowing the interface to maintain brand alignment while supporting a wider range of UI states and components.

Derived Color System

The complete color system was implemented in Figma using variables and modes, enabling consistent usage across components and supporting scalable design updates.

Typography

According to Tampere University’s digital guidelines, Open Sans is the standard typeface used across university platforms.

To ensure readability and consistent hierarchy within the mobile interface, a dedicated typography scale was created for TUNI Compass using Open Sans. The scale follows a Major Second (1.125) ratio, which provides subtle and balanced progression between font sizes. This scale was selected because it: supports clear hierarchy in dense mobile interfaces maintains visual consistency with existing university platforms adapts well across multiple screen sizes and devices.

Created Typography Scale

This structured typography system ensures that navigation instructions, spatial hierarchy labels, and contextual information remain clear, readable, and consistent across the application.

Information Architecture

Low Fidelity Prototyping

High Fidelity Prototyping

Component Design

The initial interface concept followed the visual style defined in the university’s brand system, which primarily uses sharp-edged, angular elements.

During design exploration, this approach was adjusted to better suit a mobile navigation experience.

To improve usability while maintaining the university’s visual identity, the component system evolved into a balanced approach that combines angular (angular bias) and rounded elements (contour bias).

The result is a component system that feels adapted for mobile interaction while still remaining clearly aligned with the university’s design system.

“Closer to the human, the rounder it is”Naoto Fukasawa

 
 

 

 

Accessible Placements

We deliberately positioned the important buttons on the right side of the map interface, including AR and accessibility buttons. This design choice was carefully considered to optimize user interaction, particularly recognizing how most users naturally hold their mobile devices. By placing icons within easy reach of thumbs, we enhanced overall navigation efficiency, making the application more user-friendly.

User Motivation Techniques

Positive reinforcement - We implemented nudging techniques for user motivations. For example success messages when users reach their destination. (Positive reinforcement, celebrating the user's successful navigation.)

Choce architecture - Important locations such as cafeterias, help desks, and common campus facilities are visually highlighted on the map. Frequently used actions like starting navigation or saving favorite locations are also simplified to reduce interaction steps and make the interface easier to use.

Time-based nudges - Timely reminders ensure users stay on track. If a user has a linked schedule, the app might suggest, "You have a lecture starting in 15 minutes. Here’s the fastest route to get there."

Context-aware nudges - The app adapts to user needs by providing context-specific prompts. For instance, users selecting accessibility options are guided to routes with ramps or elevators, while those struggling to locate landmarks are nudged to activate AR mode for easier navigation.

Progress indicators for navigation - The app provides visual progress indicators along routes, showing users how close they are to their destination. Milestone updates, such as reaching key landmarks like a main building entrance, keep users informed and motivated to complete their journey.

User Experience Feedback

Recognizing the importance of continuous improvement, we added a small feedback mechanism within the destination-reach pop-up. This approach allows users to provide immediate insights into their experience. Our choice was driven by the desire to gather real-time, contextual feedback that can inform future iterations of the application.

Accessibility and Multilingual Support

Initially conceptualized with limited language and accessibility options, we expanded the application to support three languages (English, Finnish, and Swedish) and implemented comprehensive accessibility features. These include screen reader compatibility, high-contrast mode, adjustable text size, dark theme, voice control, and a wheelchair accessibility routing option. Our reasoning was to create a truly inclusive application that serves diverse user needs, ensuring that students and visitors with different abilities and language backgrounds can navigate the campus effectively.

Visibility of System Status

keeping users informed about the system's status is essential for a smooth and reliable experience. For example, when a user scans their surroundings to initiate navigation, the app should provide feedback if the environment is difficult to detect such as when there’s low lighting or reflective surfaces that could hinder AR tracking. Additionally, when directions or virtual indicators are loading, users should be notified to prevent confusion and frustration. This real time feedback ensures users always know what the system is doing, reducing uncertainty, and increasing their confidence in the app.

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