Trails
What if the exhibits at the science centre didn’t just teach you something—but told you a story?

Trails is an AR-based app concept designed for the Telus World of Science Edmonton that reimagines science centre navigation as an immersive, story-driven experience. Created as part of a classroom collaboration and informed by an on-site tour and staff consultation, the project focuses on enhancing accessibility, engagement, and exploration across the centre. Users can follow narrative tours that connect exhibits through themed chapters or freely explore and collect digital souvenirs along the way. While our demo focused on a story bridging the Health Zone and Arctic Journey exhibits—with content accuracy reviewed by a staff expert—we also conceptualized future chapters to expand the experience across the entire space. Trails brings learning to life, making it more interactive, memorable, and accessible for guests of all ages and backgrounds
Leo Cronin-Barrow, Andrew Numrich, Deserae Ladouceur
Created as part of the DESN 444 class at MacEwan, in collaboration with the Telus World of Science Edmonton
An immersive learning concept designed to improve navigation and engagement across exhibits at the Telus World of Science – Edmonton
My role
As the lead contributor in conceptual development, I initiated the idea of using narrative-driven chapters to connect exhibits and guide visitors through the science centre. I also:
- Conducted content research and consulted with a TWOSE staff expert
- Wrote the full demo chapter featured in our prototype
- Outlined additional story concepts for future expansion
- Edited and assembled the final pitch video for our class presentation
Trails
What if the exhibits at the science centre didn’t just teach you something—but told you a story?

Trails is an AR-based app concept designed for the Telus World of Science Edmonton that reimagines science centre navigation as an immersive, story-driven experience. Created as part of a classroom collaboration and informed by an on-site tour and staff consultation, the project focuses on enhancing accessibility, engagement, and exploration across the centre. Users can follow narrative tours that connect exhibits through themed chapters or freely explore and collect digital souvenirs along the way. While our demo focused on a story bridging the Health Zone and Arctic Journey exhibits—with content accuracy reviewed by a staff expert—we also conceptualized future chapters to expand the experience across the entire space. Trails brings learning to life, making it more interactive, memorable, and accessible for guests of all ages and backgrounds
Leo Cronin-Barrow, Andrew Numrich, Deserae Ladouceur
Created as part of the DESN 444 class at MacEwan, in collaboration with the Telus World of Science Edmonton
An immersive learning concept designed to improve navigation and engagement across exhibits at the Telus World of Science – Edmonton
My role
As the lead contributor in conceptual development, I initiated the idea of using narrative-driven chapters to connect exhibits and guide visitors through the science centre. I also:
- Conducted content research and consulted with a TWOSE staff expert
- Wrote the full demo chapter featured in our prototype
- Outlined additional story concepts for future expansion
- Edited and assembled the final pitch video for our class presentation
Trails
What if the exhibits at the science centre didn’t just teach you something—but told you a story?
Trails is an AR-based app concept designed for the Telus World of Science Edmonton that reimagines science centre navigation as an immersive, story-driven experience. Created as part of a classroom collaboration and informed by an on-site tour and staff consultation, the project focuses on enhancing accessibility, engagement, and exploration across the centre. Users can follow narrative tours that connect exhibits through themed chapters or freely explore and collect digital souvenirs along the way. While our demo focused on a story bridging the Health Zone and Arctic Journey exhibits—with content accuracy reviewed by a staff expert—we also conceptualized future chapters to expand the experience across the entire space. Trails brings learning to life, making it more interactive, memorable, and accessible for guests of all ages and backgrounds
Leo Cronin-Barrow, Andrew Numrich, Deserae Ladouceur
Created as part of the DESN 444 class at MacEwan, in collaboration with the Telus World of Science Edmonton
An immersive learning concept designed to improve navigation and engagement across exhibits at the Telus World of Science – Edmonton
My role
As the lead contributor in conceptual development, I initiated the idea of using narrative-driven chapters to connect exhibits and guide visitors through the science centre. I also:
- Conducted content research and consulted with a TWOSE staff expert
- Wrote the full demo chapter featured in our prototype
- Outlined additional story concepts for future expansion
- Edited and assembled the final pitch video for our class presentation

Research
Service Design
Narrative Design
Immersive Learning
Research
Service Design
Narrative Design
Immersive Learning
Research
Service Design
Narrative Design
Immersive Learning




Our Challenge
During our tour of the Telus World of Science, it became clear that navigation and engagement were two of the biggest challenges visitors face. Many exhibits—particularly word-heavy ones like the Arctic Zone—struggled to attract and hold attention, especially from younger visitors. The centre is packed with information and experiences, but without a cohesive way to guide exploration or sustain curiosity, much of that potential goes untapped. Families, in particular, were often unsure where to go next, and many guests missed out on areas simply due to layout confusion or lack of interest. Our challenge was to design an experience that made navigation intuitive and exploration rewarding—something that could turn a visit into a journey. By blending AR technology, narrative design, and collection mechanics, we set out to create a more accessible, engaging, and story-driven way to discover the science center.
Navigation struggles
Engagement with word-heavy content
Create new opportunities for people to learn from exhibits

Our Challenge
During our tour of the Telus World of Science, it became clear that navigation and engagement were two of the biggest challenges visitors face. Many exhibits—particularly word-heavy ones like the Arctic Zone—struggled to attract and hold attention, especially from younger visitors. The centre is packed with information and experiences, but without a cohesive way to guide exploration or sustain curiosity, much of that potential goes untapped. Families, in particular, were often unsure where to go next, and many guests missed out on areas simply due to layout confusion or lack of interest. Our challenge was to design an experience that made navigation intuitive and exploration rewarding—something that could turn a visit into a journey. By blending AR technology, narrative design, and collection mechanics, we set out to create a more accessible, engaging, and story-driven way to discover the science center.
Navigation struggles
Engagement with word-heavy content
Create new opportunities for people to learn from exhibits
Our Challenge

During our tour of the Telus World of Science, it became clear that navigation and engagement were two of the biggest challenges visitors face. Many exhibits—particularly word-heavy ones like the Arctic Zone—struggled to attract and hold attention, especially from younger visitors. The centre is packed with information and experiences, but without a cohesive way to guide exploration or sustain curiosity, much of that potential goes untapped. Families, in particular, were often unsure where to go next, and many guests missed out on areas simply due to layout confusion or lack of interest. Our challenge was to design an experience that made navigation intuitive and exploration rewarding—something that could turn a visit into a journey. By blending AR technology, narrative design, and collection mechanics, we set out to create a more accessible, engaging, and story-driven way to discover the science center.
Navigation struggles
Engagement with word-heavy content
Create new opportunities for people to learn from exhibits
Behind the scenes for R&D
Here's a look behind the scenes at some of our work during the early research and development for Trails!

We used a chart to map out our early concept ideas based on their impact and the effort necessary to create them. Typically when this exercise is done, these ideas will all be different and unrelated. In our case, it was essentially a list of stretch goals for one single app, listed from most to least important features.

One of many mind-maps created during our ideation phase, used to help us see how ideas would impact things like exploration, navigation, users, accessibility, and the tech necessary for the idea.

Our developer Andrew was able to scan the Health Zone and Arctic Journey exhibits using his phone, before assembling those scans in unity and creating a full-scale map. This map covered the route of our demo chapter, allowing for accurate placement of the AR models when users are following characters through a story tour.
Behind the scenes for R&D
Here's a look behind the scenes at some of our work during the early research and development for Trails!

We used a chart to map out our early concept ideas based on their impact and the effort necessary to create them. Typically when this exercise is done, these ideas will all be different and unrelated. In our case, it was essentially a list of stretch goals for one single app, listed from most to least important features.

One of many mind-maps created during our ideation phase, used to help us see how ideas would impact things like exploration, navigation, users, accessibility, and the tech necessary for the idea.

Our developer Andrew was able to scan the Health Zone and Arctic Journey exhibits using his phone, before assembling those scans in unity and creating a full-scale map. This map covered the route of our demo chapter, allowing for accurate placement of the AR models when users are following characters through a story tour.
Behind the scenes for R&D
Here's a look behind the scenes at some of our work during the early research and development for Trails!

We used a chart to map out our early concept ideas based on their impact and the effort necessary to create them. Typically when this exercise is done, these ideas will all be different and unrelated. In our case, it was essentially a list of stretch goals for one single app, listed from most to least important features.

One of many mind-maps created during our ideation phase, used to help us see how ideas would impact things like exploration, navigation, users, accessibility, and the tech necessary for the idea.

Our developer Andrew was able to scan the Health Zone and Arctic Journey exhibits using his phone, before assembling those scans in unity and creating a full-scale map. This map covered the route of our demo chapter, allowing for accurate placement of the AR models when users are following characters through a story tour.
Our Solution
We designed Trails as an AR-powered navigation and storytelling app that reimagines how visitors explore the Telus World of Science. Rather than relying on static signage or dense wall text, Trails introduces a dynamic, character-led experience that guides users through themed exhibit tours—connecting zones like the Arctic Journey and Health Zone into one cohesive story. Visitors can choose between narrative-driven paths or exploration mode, where they collect digital items by interacting with exhibits, adding a game-like layer to their visit.
The app’s design emphasizes clarity, accessibility, and curiosity. Navigation is guided by interactive AR elements that make wayfinding intuitive, while voiced characters and multilingual support ensure younger children and non-native English speakers can engage meaningfully with the content. Each design decision—whether for UI layout, story structure, or visual elements—was shaped by early observations and staff consultation to support a more inclusive, memorable science center experience.
Immersive navigation meets storytelling
Inclusive design at its core
Gamified exploration builds engagement

Our Solution
We designed Trails as an AR-powered navigation and storytelling app that reimagines how visitors explore the Telus World of Science. Rather than relying on static signage or dense wall text, Trails introduces a dynamic, character-led experience that guides users through themed exhibit tours—connecting zones like the Arctic Journey and Health Zone into one cohesive story. Visitors can choose between narrative-driven paths or exploration mode, where they collect digital items by interacting with exhibits, adding a game-like layer to their visit.
The app’s design emphasizes clarity, accessibility, and curiosity. Navigation is guided by interactive AR elements that make wayfinding intuitive, while voiced characters and multilingual support ensure younger children and non-native English speakers can engage meaningfully with the content. Each design decision—whether for UI layout, story structure, or visual elements—was shaped by early observations and staff consultation to support a more inclusive, memorable science center experience.
Immersive navigation meets storytelling
Inclusive design at its core
Gamified exploration builds engagement

Our Solution

We designed Trails as an AR-powered navigation and storytelling app that reimagines how visitors explore the Telus World of Science. Rather than relying on static signage or dense wall text, Trails introduces a dynamic, character-led experience that guides users through themed exhibit tours—connecting zones like the Arctic Journey and Health Zone into one cohesive story. Visitors can choose between narrative-driven paths or exploration mode, where they collect digital items by interacting with exhibits, adding a game-like layer to their visit.
The app’s design emphasizes clarity, accessibility, and curiosity. Navigation is guided by interactive AR elements that make wayfinding intuitive, while voiced characters and multilingual support ensure younger children and non-native English speakers can engage meaningfully with the content. Each design decision—whether for UI layout, story structure, or visual elements—was shaped by early observations and staff consultation to support a more inclusive, memorable science center experience.
Immersive navigation meets storytelling
Inclusive design at its core
Gamified exploration builds engagement
Looking to hire? Let’s talk.
I’m currently seeking a full-time remote role where I can help bring products, services, and stories to life through thoughtful marketing and design.
I’m ready to get to work—let’s connect!
Looking to hire? Let’s talk.
I’m currently seeking a full-time remote role where I can help bring products, services, and stories to life through thoughtful marketing and design.
I’m ready to get to work—let’s connect!
Looking to hire? Let’s talk.
I’m currently seeking a full-time remote role where I can help bring products, services, and stories to life through thoughtful marketing and design.
I’m ready to get to work—let’s connect!