#Project 2

AR-Enhanced Bus Stop
Experience

Improving Public Transport Waiting Through Augmented Reality

Role: UX Researcher & Interaction Designer Project Type: Mixed Reality UX Research Project Duration: 2 Months Location: Nottingham, UK Tools: UX Research, Journey Mapping, AR Prototyping, Interaction Design
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#Project Overview

Waiting for public transport often creates moments of boredom, uncertainty, and frustration for passengers. This project explored how Augmented Reality (AR) could enhance the waiting experience by introducing lightweight digital interactions layered onto the physical bus stop environment.

The concept focused on an AR-enhanced bus stop display where passengers could briefly interact with playful elements while also accessing real-time bus arrival information.

Rather than introducing technology purely for entertainment, the project investigated how context-aware interactions could improve the emotional experience of waiting without distracting users from their primary goal—catching the bus.

# 1. Context & Core Problem

Problem:

Passengers waiting for public transport often experience boredom, uncertainty about arrival times, and limited engagement in the waiting environment.

Goal:

Explore how Augmented Reality could improve the waiting experience by providing lightweight interactive moments while still supporting access to real-time bus information.

Outcome:

A prototype AR bus stop interaction demonstrating how mixed reality could:

  • Reduce perceived waiting time
  • Increase engagement during waiting
  • Provide useful transport information in an intuitive way

# 2. My Contribution

In this project I was responsible for:

Conducting contextual observation at bus stops
Analyzing passenger behavior and waiting patterns
Designing the AR interaction concept
Creating the prototype interaction flow
Conducting user testing sessions
Synthesising research findings into UX insights and design principles

# 3. Problem

Public transport waiting environments often produce negative user experiences.

Initial contextual observations revealed several
common issues:

These insights suggested an opportunity to design a system that enhances the waiting experience while
maintaining awareness
of transport information.

Passengers frequently experience boredom while waiting
Uncertainty about bus arrival times creates frustration
Waiting environments offer little meaningful engagement
Many passengers cope by passively scrolling on their phones
People waiting at a bus stop

# 5. Research Approach

A research-through-design methodology was used to explore the problem. The project combined contextual investigation, iterative design, and prototype evaluation.

Methods Used
Field observation at public bus stops
Behavioural analysis of passenger waiting patterns
Concept ideation and interaction design
AR prototype development
User testing and feedback collection

The evaluation focused on:

  • Learnability
  • Engagement
  • Perceived usefulness
  • Comfort interacting in public spaces
Process Diagram

# 6. User Journey Analysis

To understand where AR could improve the experience, the passenger journey at the bus stop was mapped.

Passenger arrives at bus stop
Waits for transport
Checks arrival information
Experiences boredom or distraction
Bus arrives and journey continues

# 7. Design Concept

The AR experience was structured around short interaction stages that reflect real-world passenger behavior.

Instead of continuous engagement, the system supports brief, interruptible interactions, allowing passengers to remain aware of their surroundings and bus arrival updates.

Interaction Stage 1: Discovery & Onboarding

Passengers discover the experience through a visual marker placed inside the bus shelter.

Design goals:

  • Walk-up-and-use interaction
  • No app download required
  • Immediate engagement
Process Diagram
Process Diagram

Interaction Stage 2: Lightweight AR Engagement

The first interaction introduces a simple balloon-popping AR game designed for quick interaction.

The activity was intentionally designed to be:

  • Easy to understand
  • Gesture-based
  • Short and optional

Passengers can interact briefly while waiting without losing awareness of their surroundings.

Interaction Stage 3: Emotional Engagement

A playful AR character interaction was introduced to improve the emotional quality of waiting.

This stage focuses on:

  • Mood improvement
  • Delight and novelty
  • Short optional engagement

The goal is to make the waiting experience feel shorter and more enjoyable.

Process Diagram
Process Diagram

Interaction Stage 4: Real-Time Transport Information

The AR interface integrates real-time bus arrival updates to support the user's primary goal.

Benefits include:

  • Reducing uncertainty about bus arrival times
  • Providing glanceable transport information
  • Maintaining awareness while interacting

Interaction Stage 5: Exit & Task Resumption

When the bus arrives, the system provides a clear visual exit signal.

This ensures the interaction:

  • Does not distract passengers
  • Allows a smooth transition back to real-world tasks
Process Diagram

# 8. Key UX Insights

User testing revealed several important insights.

Interactive Engagement Reduces Perceived Waiting Time

Participants reported that waiting felt shorter and more enjoyable when interacting with the AR experience.

“When you're just standing here waiting, it feels like the bus takes forever.”

Social Comfort Influences Engagement

People initially hesitate to interact in public, but quick and rewarding interactions reduce hesitation.

UX Insights Chart

Simplicity is Essential in Public Interaction

Users must understand how to interact within seconds, as attention is divided in public environments.

Environmental Factors Matter

Outdoor conditions such as lighting and noise influence interaction visibility and feedback clarity.

# 9. UX Design Principles

From the research findings, five design principles were derived for public mixed-reality experiences.

01
Frictionless Onboarding
Users must be able to begin interaction immediately without setup.
02
Interruptible Interaction
Public environments require interactions that can be stopped instantly.
03
Visual-First Feedback
Outdoor environments require strong visual cues rather than relying on audio.
04
Balance of Utility and Entertainment
Successful experiences combine useful information with playful interaction.
05
Respect for Primary Tasks
Digital interactions should never interfere with the user's real-world goals.

# 10. Final Concept

The final concept demonstrates how Mixed Reality can enhance public transport environments by combining interactive moments with real-time information.

The system improves waiting experiences by:

  • Increasing engagement
  • Reducing boredom
  • Improving perceived waiting time
  • Supporting passenger awareness
Bus stop vertical view

# 11. Reflection

This project highlighted the importance of designing Mixed Reality experiences that respect real-world contexts.

In public environments, successful interaction design must prioritise:

  • Simplicity
  • Social acceptability
  • Environmental awareness
  • Task prioritisation

Future work could explore long-term deployment of AR-enabled transport environments, integrating live transport APIs and supporting multi-user interaction.