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Lead UI/UX Designer Capstone Project March–May 2025

MARA: Adventure Quest

An adventure-based mobile app designed for young Filipinos to explore Philippine culture, cities, and language through gamified quests. Built to make every cultural lesson feel like a stage in the greatest game you've ever played.

Mobile App Design Illustration Gamification Full Process Blueprint
MARA mockup

The Results

4.75 avg. usability score
90% task completion rate
A/B prototype rounds
6 cultural stages
"Learning Philippine culture shouldn't feel like a lesson — it should feel like an adventure." — Project Vision Statement

The Problem

Generic travel and educational apps fail to make Philippine culture feel relevant to the mobile-native generation. Content is static, passive, and entirely misaligned with how Gen Alpha engages — through games, stories, and interactive discovery.

The result: young Filipinos growing increasingly disconnected from their own cultural identity — not out of disinterest, but because no platform has made it genuinely worth exploring.

The Engagement Problem

Static Travel Apps dense, text-heavy content
Engagement Gap no gamified cultural format
Disengaged Youth culture feels like homework

"Young Filipinos aren't disinterested in their culture — they're disinterested in how it's being presented."

The Process

Phase 1

Strategy & Foundation

User research, competitive analysis, and cultural deep-dives into Philippine city experiences — mapping how young Filipinos currently engage with travel and cultural content.

Phase 2

Information Architecture

Translating insights into personas, user flows, and a clear app sitemap — designing how Mara's world would be structured for intuitive, age-appropriate navigation.

Phase 3

Low-Fidelity Design

Rapid wireframing of core screens — map view, stage selection, collectible gallery, and streaks — testing structure and interaction logic before any visual polish.

Phase 4

Visual System

Building the full MARA design system — illustrated characters, colour tokens, typography, and the earthy-adventure aesthetic that makes the app feel alive and distinctly Filipino.

Phase 5

High-Fidelity Design

Full illustrated hi-fi screens and a clickable Figma prototype — tested with players aged 10–14 across two usability rounds with real cultural content loaded in.

Phase 6

User Testing & Iteration

A/B tests and usability sessions with target users — refining interactions based on real player feedback and validating the final design for handoff.

The Solution

Explore

Stage-Based Exploration

Navigate through Philippine cities as game stages — each location unlocks cultural stories, mini-games, and achievements. Designed so every "level up" feels like a real discovery.

AR-Based Exploration
Navigate

World Map Navigation

An illustrated world map of the Philippines where players see unlocked and upcoming stages at a glance. Exploration-first UI that makes the country feel like an open world waiting to be conquered.

World Map Navigation
Collect

Cultural Collectibles

Earn cultural artifacts, characters, and badges as you explore. Each collectible comes with a story — turning passive cultural information into something players actively want to find.

Cultural Collectibles
Grow

Daily Streaks & Language

Daily quests and language modules woven into the adventure loop. Short, habit-forming content that keeps players coming back — and walking away knowing a little more of their culture.

Dual Language

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