Aaron Leigh
Case study

Relational Mapping

01

Overview

Relational Mapping is an immersive web-based experience which highlights Glasgow's rich history in the form of an interactive, 3D digital environment.

My role was end-to-end designer, taking the project from research through to a live, publicly accessible website.

The outcome was an experimental interactive presented at exhibition to an estimated 25,000 in-person visitors.

Relational Mapping — immersive 3D web experience of Glasgow's history
Role End-to-End Designer
Responsibilities UX Design, UI Design, Web Development, Research
Collaborators Personal Project
Goals 1. Draw awareness to Glasgow's rich history through an interactive experience
2. Get to grips with emerging web technologies
02

The Challenge

A common point of contention in my home city of Glasgow is the tension between built heritage and new redevelopments, which often overlook the social or historical importance of a given site.

Highlighting issues Given that building plans are sometimes subject to public consultation, I developed an immersive resource for Glasgow residents to reconsider and engage with the significance of the city space.

03

Constraints

Developing from scratch The interactive had to be prototyped and delivered completely solo, without prior development experience. At this point in time, agentic coding had not yet become commercially available.

Accessible platform I aimed to develop an experience that would run on all modern browsers, to avoid users experiencing the friction of downloading a standalone app.

04

Initial Research

Contextual research The tension between heritage and redevelopment is evident in local news reporting and political debates.

Local news report illustrating the tension between heritage and redevelopment in Glasgow

Primary research Primary research highlighted the fact that particular materials are key symbols of Glasgow's history.

Given this significance, key materials became the focus for the website's information architecture.

Map of Glasgow annotated with a dérive route tracing key material sites across the city
Photographs taken along the Glasgow dérive, documenting materials that recur as symbols of the city's history

Researching interaction patterns I first explored some of the interaction patterns users would be familiar with from other mapping applications, to make movement around the space intuitive.

Animated reference of existing mapping application interaction patterns, used as a basis for intuitive movement around the space
05

Framing the Approach

Principles for interaction The interactive was required to maintain immersion, for sustained engagement with the content.

Scoping UX/UI The design solution needed to be technically lightweight enough to run on a browser, accessible to a diverse audience.

06

Design Directions

Sketching architectures Based on research into existing mapping applications, I created initial indicative frames to explore potential approaches to displaying content.

Hand-drawn sketch exploring routes through the interactive 3D environment
Hand-drawn sketch exploring how content layers stack within the interface
07

Prototyping Interaction

Building in 3D To build the framework for the website and test initial approaches to interaction design, I developed prototypes with placeholder assets.

An initial build used 360° rotation around a single point as a setup to test experiences in 3D space.

User view snapping Further prototyping incorporated 'snapping' the user view to a new location, taking cues from Google Maps' Street View functionality. This prompted users to experience each material as a key focus which offers wider views on the city.

Given development took place before commercially available agentic coding, I relied on forums such as Stack Overflow to source code.

Sketch of the user-view snapping flow, showing how the camera transitions between material focus points
Code snippet of the project-cubes A-Frame component, defining the positions of each material focus point and wiring up the orbit camera

Models were spaced evenly to avoid imposing any hierarchy on the user's movement.

Image portals After issues arose with tracking the user's viewpoint across different programming languages, I incorporated a 'portal' feature, wrapping a 360° image around each camera view.

3D materials on the web Working website iterations up into higher fidelity required creating 3D assets compatible with web render engines, prototyping to identify the correct technical approach to displaying these components.

Blender shader node graph defining a material with paired noise, voronoi and wave textures driving two Principled BSDF outputs
Blender shader node graph for a second material, layering noise and voronoi textures through colour ramps and bump nodes into a Principled BSDF output
Material prototype render — base sphere with neutral shading, frame 1
Material prototype render — iteration on shader fidelity, frame 2
Material prototype render — iteration on shader fidelity, frame 3
Material prototype render — iteration on shader fidelity, frame 4
08

Refining Visuals

Graphic language My final approach to visual content developed a design system based on Ordnance Survey mapping, a familiar mapping design language for users in the UK.

Ordnance Survey-inspired map legend, establishing the iconographic design language used throughout the experience

Content visual design The design patterns of these maps prompted my approach to information architecture, while its iconographic style was expanded into a broader range of symbol components to represent highly specific contexts.

Layout development frame 1 — annotated map points for Camphill Earthworks, the first public urinal in Govan, and the closure of Clyde Iron Works
Layout development frame 2 — refined map composition and content annotation pattern
Layout development frame 3 — further iteration on map composition and content annotation pattern
Layout development frame 4 — final iteration on map composition and content annotation pattern
09

User Testing

Assessing legibility Iterations were tested in the website at regular intervals to assess their spherical projection within the 'image portals'.

Testing the spherical projection of map content within an image portal to assess legibility

Testing prototypes Throughout the design process, prototypes were tested with users to gain qualitative feedback, assessing comprehension of content and interaction intuition.

Shown here is a user interacting with a high-fidelity prototype presented at an exhibition.

A user interacting with a high-fidelity prototype of Relational Mapping at exhibition
10

Delivery

11

Results

Publicly accessible live website developed across multiple programming languages and packages (A-Frame, HTML, CSS, JavaScript, THREE.js, jQuery).

Presented at exhibition estimated at ~25,000 in-person visitors.

12

Learnings

Prototyping and user testing for experimental interaction models.

Web development with emerging immersive technologies.