Yarrila Place currently relies on a mix of physical signage, brochures, websites, and in-person assistance to communicate information about its spaces and programs.

Yarrila Place currently relies on a mix of physical signage, brochures, websites, and in-person assistance to communicate information about its spaces and programs.

difficulty navigating a multi-level building

  • missing events or community programs

  • lack of clarity around where activities are located

  • limited accessibility for users unfamiliar with the space

difficulty navigating a multi-level building

  • missing events or community programs

  • lack of clarity around where activities are located

  • limited accessibility for users unfamiliar with the space

Problem

The design was guided by accessibility, clarity, and ease of use.

The design was guided by accessibility, clarity, and ease of use.

simplifying navigation with clear icon-led structure

  • designing floor maps and wayfinding features for multi-level navigation

  • creating a strong visual hierarchy to prioritise key information

  • using large tap targets and readable typography for accessibility

  • breaking information into smaller, digestible sections

  • designing dedicated sections for events, navigation, and cultural content

  • reducing visual clutter to support cognitive accessibility

simplifying navigation with clear icon-led structure

  • designing floor maps and wayfinding features for multi-level navigation

  • creating a strong visual hierarchy to prioritise key information

  • using large tap targets and readable typography for accessibility

  • breaking information into smaller, digestible sections

  • designing dedicated sections for events, navigation, and cultural content

  • reducing visual clutter to support cognitive accessibility

Design Decisions

way finding app

way finding app

This project is an inclusive UI/UX mobile app designed for Yarrila Place, a multi-level community and cultural hub combining library services, exhibitions, workshops, events, and public spaces. The aim was to improve how users navigate and engage with the building by creating a simple, accessible digital experience that supports exploration, discovery, and participation.

This project is an inclusive UI/UX mobile app designed for Yarrila Place, a multi-level community and cultural hub combining library services, exhibitions, workshops, events, and public spaces. The aim was to improve how users navigate and engage with the building by creating a simple, accessible digital experience that supports exploration, discovery, and participation.

The final concept is a mobile app that centralises navigation, events, and cultural storytelling for Yarrila Place.

The final concept is a mobile app that centralises navigation, events, and cultural storytelling for Yarrila Place.

Overall, the project transforms Yarrila Place from a physically complex environment into a more accessible, understandable, and engaging digital experience that supports community participation.

Overall, the project transforms Yarrila Place from a physically complex environment into a more accessible, understandable, and engaging digital experience that supports community participation.

Final Outcome

Research focused on understanding how users interact with complex public and cultural spaces, and how digital tools can improve wayfinding and engagement.

Research focused on understanding how users interact with complex public and cultural spaces, and how digital tools can improve wayfinding and engagement.

This included:

  • analysis of existing community and cultural hubs

  • user journey mapping for first-time visitors

  • SWOT analysis of current information systems

  • competitor research (e.g. Google Maps, Eventbrite, Meetup)

  • identifying pain points in navigation and event discovery

Key insights showed that users needed:

  • clearer structure and information hierarchy

  • simplified navigation systems

  • stronger visual cues for decision-making

  • reduced cognitive load when exploring unfamiliar spaces

This included:

  • analysis of existing community and cultural hubs

  • user journey mapping for first-time visitors

  • SWOT analysis of current information systems

  • competitor research (e.g. Google Maps, Eventbrite, Meetup)

  • identifying pain points in navigation and event discovery

Key insights showed that users needed:

  • clearer structure and information hierarchy

  • simplified navigation systems

  • stronger visual cues for decision-making

  • reduced cognitive load when exploring unfamiliar spaces

Research