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CASE STUDY

CornellGo

CornellGo is a mobile app that helps students discover campus landmarks, traditions, and stories through interactive scavenger hunt journeys.

  • PROJECT TEAM
  • MOBILE
  • EXPLORATION APP
Role
Product Designer
Timeline
October 2024 – April 2025
Team
  • 2 Product Managers
  • 1 Technical Product Manager
  • 1 Associate Product Manager
  • 5 Developers
  • 3 Designers
Skills & Tools
  • UX Research
  • Interaction Design
  • Wireframing
  • Prototyping
  • User Testing
  • Figma
CornellGo app splash screen, showing the CornellGo logo, mascot, and McGraw Tower

Imagine it's your first week on campus.

While new students are physically present on campus, many struggle to feel truly connected to it. The buildings, traditions, and stories around them stay unfamiliar long after move-in day.

CornellGo was created through Cornell Digital Tech & Innovation (DTI), Cornell's student-led product development organization, to help students build a deeper connection with campus through interactive, location-based experiences.

I worked as the Product Designer on our cross-functional team, partnering closely with product managers and engineers to design and launch the product from 0 → 1. I led the design of key features, conducted user research, and shaped the end-to-end experience.

01 — The problem

Exploration felt optional, not rewarding

Usability testing before launch showed the existing gameplay felt static and repetitive.

  • Passive interactions

    Tapping through content felt like reading, not playing.

  • Limited progression

    Little sense of challenge or advancement across a hunt.

  • Low motivation

    Nothing pulled students back to keep exploring.

  • Weak engagement loops

    No feedback loop rewarded continued play.

Pre-redesign gameplay.

How might we turn passive exploration into active, rewarding play?

02 — Design process

Designing with students, every step of the way

Every decision traced back to direct conversations with the students CornellGo was built for.

  1. User Research

    12 interviews with Cornell students to understand how they actually explore campus.

  2. Brainstorming

    Cross-functional ideation on what would make exploration feel like play.

  3. Prototyping

    Mid- and hi-fi flows built and iterated with engineering in the loop.

  4. User Testing

    Moderated sessions validating the timer, quiz, and AR interactions.

03 — User research

What students actually wanted

Different students, different motivations, but they all wanted a reason to keep exploring.

  • Curious First-Years or Transfers

    Students looking for an easy, low-pressure way to become familiar with campus.

  • Social Explorers

    Students who enjoy shared experiences, group challenges, and exploring with friends.

  • Campus Insiders

    Upperclassmen interested in sharing recommendations and creating experiences for others.

  • Students struggle with discoverability, not interest.
  • Recommendations are scattered across different platforms.
  • Existing navigation tools aren't designed for exploration.
  • Users want stronger incentives and more engaging interactions.
Interview affinity mapping
Affinity-mapped interview notes.

04 — Competitive analysis

What's already out there?

Goosechase

What Goosechase does well

Goosechase's emphasis on variety and social play directly shaped CornellGo's direction. Challenges needed formats beyond simple checklists, and progress needed to feel shared, not solitary.

  • Multiplayer gameplay
  • Varied challenge formats
  • Customizable scavenger hunts
  • Stronger engagement loops
Goosechase reference

05 — Solution space

Turning features into one experience

Designed to feel like connected journeys, not a collection of isolated screens.

Engagement through play

Every challenge feels like a game

Timed challenges, quizzes, leaderboards, and celebration moments turn exploration into momentum, where each step rewards the next.

  • Motivation
  • Momentum
  • Rewarding exploration

The engagement flow

Augmented discovery

Discovery you can point your phone at

AR bridges digital and physical exploration, layering context directly onto the campus around you to make discovery more memorable.

Journey creation

Let students build their own hunts

Students create and share their own scavenger hunt journeys, turning CornellGo from a one-time activity into a community-driven discovery platform.

The creation flow

06 — User testing

Putting the redesign to the test

10 students evaluated the redesigned experience.

  • 10

    Users evaluated

  • 100%

    Completed the timer + AR challenge without assistance

  • 100%

    Found quiz integration intuitive

Overall experience rated intuitive.

A few minor UI tweaks were still needed in the manager portal.

07 — Reflection

From Figma file to the App Store

CornellGo launched on the Apple App Store, taking it from a design concept to a real product students actually use. From here, the team will keep monitoring engagement, gathering feedback, and iterating on the experience.

  • Designing Within a System

    Building within an existing design system taught me to value consistency and scalability over one-off solutions.

  • Working Cross-Functionally

    Collaborating closely with engineers pushed me to think past visuals and weigh feasibility, edge cases, and implementation.

  • Staying Flexible

    Designing AR experiences meant a lot of iteration, adapting ideas to technical constraints without losing what made the experience feel special.

08 — Next steps

What's Next for CornellGo

CornellGo is an evolving product, not a completed project.

  • 01

    Monitoring engagement after launch

  • 02

    Designing additional edge cases

  • 03

    Completing documentation and handoff

  • 04

    Iterating based on user feedback

EXTRA

Behind the Build

The CornellGo team sharing pizza during a work session

our mascot, nikki the bear 🍕

The full CornellGo team posing together

the team!

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