EXPERIENTIAL DESIGN - TASK 1



23/10/2024-14/10/2024 (Week 01-14)

Chan Suet Yee 0358427

Bachelor of Design (Honours) in Creative Media

Experiential Design | MMD60204 | Sec 01

Task 1 | Trending Experience



 LIST 

TABLE OF CONTENTS:

1. INSTRUCTIONS

2. LECTURES

3. TASKS

    3.1 WEEK 1

    3.2 WEEK 2

    3.3 WEEK 3

    3.4 WEEK 4

4.REFLECTION



 INSTRUCTIONS 





 LECTURES 

WEEK 1 LECTURE


Fig 1.0 Week 1 Lecture Slides



WEEK 2 LECTURE


Fig1.1 Week 2 Lecture Slides




 TASKS 

TASK 1 - TRENDING EXPERIENCE 

 Week 1 - Introduction to The Module & AR Experiences 

In Week 1, I learned about marker-based AR, where digital elements appear when you scan markers like images or QR codes. I found out that this type of AR is used in places like museums, shops, and marketing to create interactive experiences. I thought about how AR could be helpful for education by adding information on real objects. I also noticed that where and how you place the markers is important for AR to work well. If they are poorly designed or placed, the experience might not be good.

We also talked about experiential design and looked at examples of past students' work to understand what is expected. Mr. Za introduced activities to explore current market trends and new technologies. Through research and practice, we will learn what these technologies can and can’t do, helping us make choices for our final project.

 Trending Experiences (3 AR Ideas) 

Shopping Mall 
Problem Statement:
Shoppers often have trouble finding stores in large malls.

Proposed Solution:
An AR app that helps users find stores, shows directions in the mall.

Visualisations:
Simple sketches of an AR map that guides users to their chosen store. 

User Interaction:
The user opens the app, picks a store, and follows AR directions. 


Kitchen
Problem Statement:
Many people struggle to follow recipes correctly and sometimes use the wrong ingredients or techniques.

Proposed Solution:
An AR app that scans the user's kitchen counter and gives step-by-step cooking instructions in real-time. It highlights the needed tools and ingredients and provides video tutorials for more difficult steps.

Visualizations:
Simple sketches showing AR overlays highlighting the tools and ingredients. Mockups of step-by-step instructions projected onto the counter with arrows or labels guiding the user.

User Interaction:
The user opens the app, picks a recipe, and scans the kitchen. The AR app shows where to place ingredients, gives tips, and guides the user through the next steps for cooking.


Gym
Problem Statement:
Many people at the gym have trouble keeping the right form during exercises, which can cause injuries or make workouts less effective.

Proposed Solution:
An AR app that scans gym equipment and gives real-time feedback on the user's form during exercises. It can correct posture and suggest changes to weight, reps, or intensity.

Visualizations:
Simple sketches of AR overlays showing correct and incorrect exercise forms. Include visual guides projected onto the user's body, showing how to adjust posture, weight distribution, or movements.

User Interaction:
The user opens the app, chooses an exercise, and scans the equipment or their body. The AR app gives real-time feedback on their posture and reps, helping them improve their form.



 Week 2 - Creating Marker-Based Experience Using Unity & Vuforia 

Set Up Unity & Vuforia
I successfully installed Unity and Vuforia for my project by following a tutorial video on YouTube. To configure the project, I started by deleting the main camera from the hierarchy panel and then added an AR camera. After that, I imported the Vuforia package into Unity.

Creating Marker


Fig 1.3 Task 1 Process



Vuforia
In Vuforia, I accessed the target manager and added the image target game object by selecting the JPEG file. After that, I created a link for the license and copied the app license key from Vuforia into Unity.


Fig 1.4 Task 1 Process



Import Image
Then, I start to import image into Unity.


Fig 1.5 Task 1 Process



Attach Object
A cube from the 3D objects was chosen and positioned correctly at the centre.


Fig 1.6 Task 1 Process



Final Outcome
I tried out the marker-based AR on Camera


Fig 1.7 Task 1 Process



 Week 2 - Journey Mapping (Class Exercise) 

In Week 2, we split into groups of six to create a journey map for a location we chose. Using Miro, we worked together to outline the main steps of the journey, focusing on finding Gain Points, Pain Points, and suggesting Solutions for each part of the user's experience. After finishing, we presented the map to the class. This activity helped us understand and improve the customer journey by looking at both the good parts and the areas that need work.


Fig1.8 Task 1 Process



Fig 1.9 Task 1 Process



 Week 3 - User Controls and UI 

Create Button & Animate the Cube
In this tutorial, we learned how to make buttons and animate a cube. First, we created three buttons: "Stop," "Hover," and "Rotate," and decided what each button would do. Then, we animated the cube so that when a button is pressed, the cube does what the button says. For example, it stops, hovers, or rotates based on which button is clicked.


Fig 1.10 Task 1 Process



Fig 1.11 Task 1 Process



Fig 1.12 Task 1 Process



Final Outcome


Fig 1.13 Final Outcome



 Week 4 - Creating Marker Less AR 

In Week 4, we learned how to create marker-less AR. We started by adding a plane finder and a ground plane stage to the hierarchy panel, which helped us create AR without needing markers.


Fig 1.14 Task 1 Process



Then we need to download the ground plane simulator, we need to show the simulator on camera to check whether the ground place is working or not.


Fig 1.15 Process



Set up for IOS

We need to do some adjustments in player settings then build it.


Fig 1.16 Task 1 Process



We opened the iOS build in Xcode and connected the phone to the laptop using a cable. This allowed us to export the build directly to the phone.


Fig 1.17 Task 1 Process



Fig 1.18 Task 1 Process




Final Outcome


Fig 1.19 Final Outcome



 Project 01 








 REFLECTION 

Experience

Over the past few weeks, I’ve learned a lot about AR, starting with marker-based AR and moving to marker-less AR. Setting up Unity and Vuforia was a challenge, but following a tutorial helped me successfully configure an AR camera and import an image target. It was exciting to see the AR cube appear after everything was set up correctly.Collaborating with my group on journey mapping using Miro helped us identify user pain points and gain points, which gave us a better understanding of how to improve the user experience.In Week 3, I created buttons that controlled a cube’s actions (stop, hover, rotate), adding a more interactive layer to the AR experience.

Observation

I observed that in marker-based AR, proper marker placement and design are crucial for a smooth experience. If markers aren’t well-designed or positioned, the AR performance suffers. The journey mapping activity showed me how team collaboration and feedback can improve design decisions, while working with buttons in Unity highlighted the importance of intuitive user controls for engaging AR interactions.

Findings

Marker-Based AR: The quality and placement of markers are key to a good AR experience
User Journey Mapping: Mapping out user experiences helps identify areas for improvement and ensures user-focused designs.
User Controls: Intuitive buttons and controls enhance the interactivity of AR content.
Marker-less AR: Marker-less AR gives more freedom to place AR elements anywhere, offering greater flexibility for future projects.
These experiences gave me a strong foundation in AR and helped me understand how to create more engaging, user-friendly interactions.

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