4 min read

UX Design Concept Gamification Mobile Smart Watch Pitch

Turning Stuttgart's hiking trails into a cultural discovery experience: the HIQER concept

The Ländle has beautiful hiking routes and remarkable cultural landmarks, but most hikers walk past both without ever connecting the two. HIQER was developed as a concept and pitch for the Ministerium für Kultus, Baden-Württemberg, using QR codes, and gamification to give the region's heritage a place on the trail.

HIQER app on iPhone and Apple Watch showing the hiking map and QR landmark discovery
Client
Ministerium für Kultus BW
My Role
UX Designer
Timeline
6 months

Project overview

Hiking has become one of the most popular activities in the Stuttgart region. The routes are well-established, the numbers are growing, and the scenery is genuinely good. But most hikers walk past castles, ruins, viewpoints, and natural highlights without getting to know them properly. The cultural heritage of the Ländle is scattered along these trails and almost entirely invisible to anyone who does not already know to look for it.

HIQER connects the existing trail network with the region's cultural landmarks through a mechanic that fits naturally into the pace of a hike. QR codes placed at points of interest give hikers short and visually rich information about the place they are standing in. A progression system with levels, experience points, and collected landmarks boost the intrinsic motivation. The app with Apple Watch compatibility puts the most important navigation information on the wrist, so that the hiker can focus on their path and enjoy the journey.

  • App Developer
  • UI Designer
  • AR Expert
  • Media Advisor

What I worked on

  • A target group analysis was conducted to understand what hikers in the Stuttgart area value most. One core finding was, that they are eager to learn new information about the area, as long as it is easy to access and fast to comprehend.
  • The full HIQER concept was developed from the ground up in Figma, covering the QR code discovery mechanic, the information architecture for landmark detail pages, the gamification system with levels and the end-to-end user flow.
  • A high-fidelity prototype was created for both iPhone and Apple Watch, covering all key screens and interactions to serve as the centrepiece of the pitch to the Ministerium für Kultus Baden-Württemberg.

My approach

Target group research

The starting point was a question about motivation: why do people go hiking in the Stuttgart area, and what would make that experience more meaningful? A target group analysis was conducted to find out. Hikers are genuinely curious about the places they walk through, but they disengage the moment information becomes too long or too demanding. A short, well-edited entry that appears exactly when and where it is relevant is a completely different proposition from a detailed article the hiker has to go looking for. That finding became the conceptual backbone.

Target group persona summarising the motivations and expectations of hikers in the Stuttgart region

Concept and prototype

HIQER took shape around one core idea: QR codes placed at points of interest along popular hiking routes in the Ländle, giving anyone on the trail direct access to focused content about the landmark. The content model was kept deliberately tight, with short descriptions, strong visuals, and optional expandable sections for those who want to read further. A gamification layer with levels, experience points, and collectible landmarks was layered on top to reward ongoing exploration and give hikers a reason to discover new routes. An Apple Watch companion view was designed to keep navigation data and upcoming QR code points visible on the wrist without interrupting the flow of the walk.

HIQER high-fidelity prototype on iPhone and Apple Watch showing navigation and landmark discovery

The Impact

Dimension Outcome
Local

The concept was built around the specific cultural landscape and existing trail infrastructure of the greater Stuttgart area, giving the pitch a concrete connection to the ministry's goals for the region.

Engagement

The QR discovery mechanic and gamification system directly addressed the core research finding, turning a passive walk through the Ländle into an active, self-guided discovery experience.

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