Coco’s Design Archive
MenuClose
CASE FILE 02 · WANDER LA · EDUCATION + MAP UX
PROJECT 02PLAYFUL LEARNING · MAP EXPERIENCE

Wander LA

A playful map for learning how Los Angeles architecture thinks.

An author-drawn interactive map that helps children and design audiences discover Los Angeles history through eight architectural landmarks, story cards, and Day / Night exploration.

ENVIRONMENTDaylight foregrounds shape and material.
Same authored map · two explicit environmental states
01LOOK02NOTICE03CONNECT
00 / CHALLENGE · ROLE · OUTCOME

Explore Los Angeles through place, light, and story.

The design challenge was to make unfamiliar architecture inviting without losing spatial orientation or turning discovery into a lecture.

USER NEEDFind an inviting way into unfamiliar architecture.
SYSTEM RESPONSEKeep one spatial model and reveal context progressively.
DESIGN OUTCOMEA repeatable path from orientation to understanding.
See the interaction story
01 / RESEARCH → KEY INSIGHTS → DESIGN OPPORTUNITIES

Architecture becomes approachable when the first question is visual.

The source work includes architecture content research, concept mapping, UI exploration, presentations to children, and a UK design audience.

RESEARCH INTEGRITY

I show the evidence that is documented in the project and do not invent participant counts, test metrics, or educational outcomes.

Wander LA concept mapping and research synthesis board
Research board · audience questions, content themes, and interaction directions
CONTENT SIGNAL

Eight landmarks create a manageable first collection.

Each building pairs history, style, and one memorable visual idea.

INTERACTION SIGNAL

Time is easier to feel when the scene changes.

The day/night state turns historical comparison into a visible interaction.

COMMUNICATION SIGNAL

The story must work beyond an architecture classroom.

Presenting the project to children and designers in the UK pushed the language toward short, visual explanations.

Illustrative cut-paper synthesis of children and a designer exploring Los Angeles architecture through a day-and-night map.
ILLUSTRATIVE SYNTHESIS · DAY / NIGHT DISCOVERY · NOT A PARTICIPANT OR PRODUCT SCREEN
DOCUMENTED SIGNALDESIGN INTERPRETATIONINTERFACE RESPONSE
01

Eight landmark stories

SO WHAT?

The first collection must stay manageable and memorable.

DESIGN MOVE

One repeatable story card with one learning idea per stop.

02

Day and night environmental exploration

SO WHAT?

Time should be felt through the scene—not only explained in copy.

DESIGN MOVE

Lighting, sky, and story emphasis change while landmark position stays fixed.

03

Shared with children and a UK design audience

SO WHAT?

The language needs to travel across age and cultural context.

DESIGN MOVE

Short visual prompts with a second layer of optional companion context.

01CHILDREN

Make architecture approachable through looking and play.

  • Short visual invitations
  • Buildings that feel memorable
  • A map that rewards curiosity
DESIGN OPPORTUNITY

Translate landmark history into illustrated moments children can open and discuss.

02DESIGN AUDIENCE

Understand the interaction model as clearly as the visual idea.

  • A legible Day / Night state
  • Clickable architectural entry points
  • A repeatable historical story format
DESIGN OPPORTUNITY

Show how one authored map becomes a coherent interactive system—not a collection of isolated screens.

HOW MIGHT WE

How might an interactive map help children notice how Los Angeles architecture carries history and culture—without turning discovery into a lecture?

02 / IDEATION + CONTENT SYSTEM

Every landmark teaches one idea through the same four-beat rhythm.

A repeatable card model turns the research opportunity into a system that is easier to scan, author, and remember.

01SEEFind one visual clue
→
02NOTICEAnswer one prompt
→
03CONNECTLink clue to context
→
04COLLECTSave the learning
01LANDMARK + NUMBER

Creates a stable identity across map, story, and collection.

02LEARNING LENS

Site + pattern turns history into one idea to notice.

03VISUAL CLUE

The stepped roofline and hollyhock geometry give children an immediate way into the story.

LANDMARK 01Site + pattern
The Hollyhock House content-model example
LOOK CLOSELY

The Hollyhock House

How can a building borrow a flower's geometry and still belong to its hillside?

04ONE OBSERVATION PROMPT

Invites noticing without requiring prior architecture knowledge.

05CONTEXT LAYER

History and cultural detail stay available without blocking the first scan.

06NEXT ACTION

Collect the idea, return to the route, and keep the learning loop visible.

01Site + pattern
The Hollyhock House original daytime illustration

The Hollyhock House

How can a building borrow a flower's geometry and still belong to its hillside?

OPEN FIELD NOTE →
02Symmetry + sky
Griffith Observatory original daytime illustration

Griffith Observatory

How does the building frame a relationship between the city and the stars?

OPEN FIELD NOTE →
03Movement + arrival
Los Angeles Union Station original daytime illustration

Los Angeles Union Station

How can one civic place make many different journeys feel connected?

OPEN FIELD NOTE →
04Civic scale + verticality
Los Angeles City Hall original daytime illustration

Los Angeles City Hall

Which proportions make a public building readable from across the city?

OPEN FIELD NOTE →
05Identity + rhythm
Capitol Records Building original daytime illustration

Capitol Records Building

Why can a repeated circular form become a symbol for an entire city?

OPEN FIELD NOTE →
06Program + form
Idle Hour Café original daytime illustration

Idle Hour Café

Why might a café be shaped like the thing it serves?

OPEN FIELD NOTE →
07Light + layers
Bradbury Building original daytime illustration

Bradbury Building

How does daylight turn an interior atrium into a vertical street?

OPEN FIELD NOTE →
08Structure + future
Chemosphere House original daytime illustration

Chemosphere House

How does an octagonal house balance above a steep hillside?

OPEN FIELD NOTE →
01
MAP FIRST

Let the authored Los Angeles map introduce the collection.

02
BUILDINGS AS CHARACTERS

Give every landmark a distinct visual identity and story.

03
TIME MADE VISIBLE

Use mini timelines and image comparisons instead of long history copy.

04
ONE CITY, TWO MOODS

Day and Night change atmosphere while preserving orientation.

03 / ITERATION TIMELINE + MAP UX

The route stays stable while the city shifts from day to night.

The interaction evolved from a static landmark collection into two authored environmental states—not a false past, present, and future timeline.

Wander LA educational architecture map
STATE CHANGE · DAY / NIGHT

The interaction changes environment—not the underlying architecture.

The paired source frames preserve each building's authored silhouette while updating sky, windows, contrast, and atmosphere. This makes the change legible without introducing a false timeline.

  • Same landmark identity preserves orientation
  • Night lighting reveals a second reading of form
  • Day and Night remain explicit text labels
Los Angeles City Hall original day illustrationLos Angeles City Hall original night illustration
Los Angeles City Hall · exact Day and Night source frames
DIRECT COMPARISON · 01

The Hollyhock House

The same authored building asset is preserved across both states; only environment, lighting, and illuminated detail change.

DAYThe Hollyhock House day design from the original Wander LA project
NIGHTThe Hollyhock House night design from the original Wander LA project
AUTHORED BUILDING SET · DAY

Day collection

Eight original daytime illustrations foreground silhouette, material, and civic context.

AUTHORED BUILDING SET · NIGHT

Night collection

Eight matching night illustrations reveal lighting, atmosphere, and the same stable landmark identity.

04 / INFORMATION ARCHITECTURE + USER FLOWS

One city flow; one landmark story flow.

Switch between exploring the complete map and reading the history inside a selected building.

USER GOAL

Move from the complete Los Angeles map into one architectural story.

01Enter the mapSee the complete authored city and eight landmark illustrations.
02Change atmosphereUse the sun / moon control to switch Day and Night.
03Choose a buildingSelect an illustrated landmark directly from the map.
04Open its storyMove from city scale into the building's visual timeline.
05Return to Los AngelesClose the story and continue exploring the same map.
SUCCESS SIGNAL

The path from map to landmark story stays obvious in both environmental states.

ACCESSIBLE ROUTE PARITY

Different navigation paths lead to the same learning moment.

MAP PATH
  1. 01Marker + current stop
  2. 02Route + travel context
  3. 03Landmark story
LIST PATH
  1. 01Ordered stop list
  2. 02Distance + mode text
  3. 03Same landmark story
SHARED OUTCOMEObservation prompt → collect the idea → choose the next stop
05 / DESIGN SYSTEM + FINAL INTERFACE

The interface feels playful, but the hierarchy stays disciplined.

Bold map colour, paper labels, and collectible moments sit on top of a predictable interaction system.

01 · Open a landmark story interface for Wander LA
01 · Open a landmark story
02 · Move through its timeline interface for Wander LA
02 · Move through its timeline
03 · Connect history to place interface for Wander LA
03 · Connect history to place
AUTHORED VISUAL SYSTEM

One map, two atmospheres.

Colour changes time and mood; the map structure, landmark silhouettes, and interaction targets stay fixed.

01DAY · ORIGINAL AUTHORED MAP STATE

VISUAL EVIDENCE FROM THE AUTHORED DAY / NIGHT FRAMES · NOT PRESENTED AS A FORMAL HEX TOKEN LIBRARY

COLOUR

Use colour to orient, never as the only signal.

TYPE

Editorial character with simple instructional language.

Look closely.
What makes it move?

PROGRESS

Reward observation, not speed or correct guessing.

0102030405
→
→

RESPONSIVE PRINCIPLEThe route stays visible; secondary context collapses into field notes.

06 / INTERACTION + MOTION

Motion preserves orientation while each layer of the city opens.

The scroll story connects one product decision to the next: orient in Los Angeles, shift time, choose a landmark, then reveal its history.

01 / 04DAY MAP · THE CITY IS THE ENTRY POINT
  1. 01 · COMPLETE AUTHOR-DRAWN MAP

    Enter the city.

    I kept all eight landmarks in one spatial model so orientation comes before content—not as a menu of disconnected screens.

  2. 02 · DAY / NIGHT TOGGLE

    Change the atmosphere.

    Rather than duplicate the map, one sun-and-moon control changes light, sky, windows, and mood while preserving spatial memory.

  3. 03 · CLICKABLE LANDMARKS

    Choose a building.

    Each illustrated building works as both character and affordance: a recognizable, low-friction entry into one architectural story.

  4. 04 · HISTORICAL TIMELINE

    Move through its story.

    A repeatable timeline combines history, cultural moments, and vintage-to-modern comparisons without turning discovery into a report.

IMPLEMENTATION READINESSOpen the interaction handoff
STATE MODELDay and Night share landmark IDs, hit areas, route order, and content structure.
MOTION CONTRACTTransitions preserve position and accept reduced-motion preference.
ACCESSIBLE PARITYEvery map action has an ordered-list equivalent and descriptive landmark label.

These are design-level specifications for a future engineering handoff; the case does not claim completed engineering collaboration or production implementation.

07 / RESULTS BOUNDARY + NEXT VALIDATION

Real-world presentation shaped the story; structured testing is the next step.

I separate documented presentation experience from the task-based validation plan I would run next.

8landmark stories
4core tasks
2day / night states
REAL-WORLD COMMUNICATION

Shared with children, then presented to designers in the UK.

This tested whether the concept, map language, and architectural stories could travel across age and cultural context. I treat those presentations as communication evidence—not as quantified usability results.

TASK
WHAT I WOULD WATCH
EVIDENCE TO CAPTURE
Choose a route
Whether route labels communicate duration, difficulty, and learning focus.
First-choice rationale · hesitation · comparison behaviour
Complete one stop
Whether the prompt encourages observation rather than guessing a hidden answer.
Prompt comprehension · response quality · delight without distraction
Continue the trail
Whether the next action is clear after collecting a landmark.
Route recovery · progress comprehension · drop-off point
Build a collection
Whether saved stops form a useful story for each audience.
Recall · organisation strategy · export expectations
ACCESSIBLE MAP

Every route needs a non-map equivalent.

Provide an ordered stop list, distance and transport text, clear focus order, and landmark descriptions.

INCLUSIVE LEARNING

Prompts should invite noticing, not test prior knowledge.

Avoid timed scoring, colour-only instructions, and a single “correct” observation.

MOTION

Animation supports orientation and respects preference.

Route drawing and marker motion are removed when reduced motion is requested.

08 / REFLECTION + NEXT STEPS

My strongest move was turning a directory into a learning journey.

The map, content model, and interface all reinforce the same behaviour: look closely, connect the detail, and keep the discovery.

01SYSTEM THINKING

One content grammar across eight landmarks and two levels of guidance.

02INTERACTION DESIGN

A route that makes progress visible without turning learning into points.

03VISUAL STORYTELLING

An LA-specific palette and map language inside the wider archive system.

SHOWNConcept model · flows · interface direction
NOT CLAIMEDValidated outcomes · participant findings · launch impact
NEXTContent review · prototype sessions · route feasibility
DESIGN INTENT

“Help people leave the map looking at the city differently.”