Task 1 : Trending Experience
23.09.2024 - 21.10.2024
Michael Chan Henn Loong / 0363611
Experiential Design / BA of Design (HONS) in Creative Media / Taylor's University
Michael Chan Henn Loong / 0363611
Experiential Design / BA of Design (HONS) in Creative Media / Taylor's University
Task 1 & Exercises
LECTURES
Week 1
In week 1 Mr. Razif gave us a brief explanation on what to be expected for the
rest of the semester through the MIB and letting us know what will we be
learning and using throughout this whole journey.
Sir also told us to install unity for our future classes. We also learned on
how and where to get our Vuforia license.
Fig 1.0, Vuforia License Key, 20.10.2024
After that Mr. Razif gave us a lecture on what are AR, MR, VR.
Augmented Reality (AR)
-Combines real and virtual objects
-Enhances the physical world
Mixed Reality (MR)
-Enhances within the physics of the physical world
-Gets to interact and manipulate with virtual object
Virtual Reality (VR)
-Computer generated world
-Sense of presence
And we were told to launch google on our phone and try out the 3D AR(life
size) animal we searched
Fig 1.1, Dinosaur 3D Experiment, 20.10.2024
After that we had a lecture on what is marker based and marker-less and also
gone through the design components in class and lastly stopped at our first
task of the week by Mr. Razif which is the exercise shown below in the
exercise section.
Week 2
During Week 2 we learned about what is Experiential design, User mapping and
journey map. So experiential design is basically a multidisciplinary approach
resulting in meaningful and engaging experiences of users, customers or
participants. It combines elements of design, psychology, architecture,
storytelling and technology to create how people engage with environments,
products, services and digital platforms. It is to touch emotions, make people
engaged and leave them with the memory of it.
People might misunderstood that UX (User Experience) and XD(Experiential
Design) but they actually refer to a distinct concept with various focuses as
shown in the image below.
Fig 1.2, UX & XD, 20.10.2024
After that we learned about user mapping, its a process that helps designer to
understand the users, normally tools like empathy maps(as shown below) are
used to know what the users feel or think or even what they really need, user
mapping can really help designers make more precise decisions on their design
product based on what they get in the map.
Fig 1.3, User mapping, 20.10.2024
Other than user mapping we also learned about Journey mapping, it helps
designers see how a user interacts with a product or a service across time and
what to do about it – what pain points to correct and what opportunities to
improve the experience. A journey map details out the phases a user goes
through and thus the designers can optimize for higher
engagement. Together, these tools and techniques underline the
significance of creating design with a user centered focus, where everything
we build is meaningful and seamless.
After the lecture by Mr. Razif we also had a small little exercise in the
class creating our own journey map trying to think in the users perspective
analyzing what are the pain points and creating solutions for the problems. I
think it's a great activity as we get to know how does the journey map really
works and I think this method can be utilized in our future projects and work.
Fig 1.4, User journey map, 20.10.2024
Week 2
Week 3
Week 4
Week 5
Affordances - Are normally used to help users know what they can do without having to use any pictures, labels or instructions.
INSTRUCTIONS
<iframe
src="https://drive.google.com/file/d/1gTLsyhIhCL7Xxa8WSkujwwNmR0dE_axo/preview"
width="640" height="480" allow="autoplay"></iframe>
Exercises-
Week 1: Imagine the scenario in either of the two places. what would the
AR experience be and what extended visualization can be useful? What do you
want the user to feel? (Kitchen and Gym)
So the chose to use kitchen and gym in this exercise as I love cooking and
just got back to gym lately so I've got more inspirations and ideas from these
2 comparing to the shopping mall.
Gym-
Fig 1.0 , Gym , (29.09.2024)
So in the Fig above is what AR I can think of to add into the gym session. I
think The AR system can display graphical or textual information about
how many sets the next exercise requires, what is the weight, how many
repetitions have to be done, and diagrams illustrating the muscles to be
built.
and also show relevant measurements including heart rate, calories burned,
reps completed, and progress towards objectives are displayed to the user as
holographic widgets right in front of us. The delivery of feedback in real
time enables the utilization in real-time operations.
Kitchen-
Fig 1.1 , Kitchen , (29.09.2024)
So in Fig 1.1 is the ideas I have for the kitchen I didn't really use a real
life image but an AI generated one, so from my pov I think if the AR can place
recipes right on the out countertop with a moving view of instructions,
ingredients, and timers would be great and will be much more easier for us.
Suppose a cartoonish virtual cooking assistant helps the user to point where
the ingredients must be placed, what advice is given at the moment, and even
watch over the cooking time.
The AR system overlays the main area with the message of which of the
tools/appliances to use for each step. When the user selects an ingredient,
the AR system provides contextual and real-time nutritional impact on the
choice, or it will recommend a better choice or how it fits within the user’s
diet. If the AR system can access the pantry inventory would be cool too so
that it can propose recipes that can be prepared from the stuff at hand or
remind a user that we are out of certain products.
1. Garden of Focus
Goal: Combining time management with a chill plant visual experience.
Audience: People looking for productivity and stress relief, especially for people who loves plants
Experience: As the users focus, the plants grow and acts as a reward for the users who stayed focus
Advantages: Simple and effective in supporting focus and relaxing
Disadvantages: May feel repetitive due to the simplicity and limited contents
2. Ocean Explorer
Goal: An educational and relaxing journey passing through the ocean learning information regarding marine life.
Audience: Kids, Teens, Educators interested in marine biology
Experience: Players gets to move underwater interacting with marine creatures to learn facts about them like their diet habitats or ecosystem role.
Advantages: Educational, fun, relaxing
Disadvantages: Potentially repetitive, lacking competitive or a goal for the users to pursue.
3. Sky Gazer
Goal: Provide users like children with a meaningful and relaxing experience to learn about constellations like their names, myths, etc..
Audience: Students, children, users interested in stellar
Experience: In Sky Gazer, users explore a calm virtual night sky, clicking on constellations to learn their names, myths, and facts, creating a peaceful and educational stargazing experience.
Advantages: Atmosphere, ease of development, educational
Disadvantages: static environment, low interactive
REFLECTION
In the midst of all of this, developing an AR technology and user experience
know how has been such a really valuable experience for me. However, the user
journey map was particularly helpful in introducing me into problem solving as
the user would do. As I was learning Unity it was exciting, but also a bit
challenging and I was proud when I was able to take what I learned and make
that into an AR experience. Mr. Razif’s explanations were thorough and he
taught which made for smooth and engaging learning process. Moving forward I’m
feeling more confident in being able to create meaningful AR experiences for
users.
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