Task 1: Trending Experience

  Experiential Design / Week 01 – Week 14

Task 1: Trending Experience

Low J- Yin / 0352888


Introduction



Lecture

Week 1
Sir had brief us what is experiential design about and module booklet. We had also try using google to search for animals AR.


1. Augmented Reality (AR)
Content is overlayed over the real object

2. Mixed Reality (MR)
Can interact with the 3D pop-up on the screen

3. Virtual Reality (VR)
Involves a headset and a computer-generated world

Marker-based Augmented Reality (AR) relies on recognizable markers, like images or shapes, to trigger digital content placement in the real world. In contrast, Markerless AR scans the surrounding environment without the need for a specific trigger image, allowing digital elements to be placed based on the geometry of the real world.


Exercise

Week 1

Task 1

Identify what type of XR experience, is AR or MR? Describe why.

AR: Overlaying digital elements onto the real world without them interacting with physical objects or spaces.

MR: Virtual Object that moves around real-world obstacles.

By the explanations, if the project only overlays content without interaction, it's AR. If there's interaction with the physical world, it's MR.

Task 2

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?

Gym
                                                              
                                     
In the gym, an AR experience could involve a personal fitness guide that appears on smartphone. 

It could demonstrate the exercises of different gym tools to be use, correct your form in real-time, checking your own calories burned, heart rate.

The users will get motivated as they having a real-time display to make them feel confident and engaged in their workout.



Kitchen


In the kitchen,we could create an AR app that could assist with cooking by overlaying recipes, step-by-step instructions, and ingredient lists directly onto your workspace. 

As you cook, they will be virtual timers and progress bars overlaid on pots or pans to track cooking times.You could also know how much calories for different ingredients and recipe will total have.

The user will feel confident and in control when they have a guideline and timer to guiding them, reducing the stress of preparation and enhancing their cooking skills.

Week 2

In our recent group project, we split into seven members to delve into the concept of user journey mapping. Our chosen user scenario involves a customer parking in the basement and walking to H&M to buy a T-shirt.


Through this exercise, we learned how user journey maps can significantly influence the overall understanding of a user’s experience. By analyzing each step in the journey—from parking the car to making a purchase—we identified potential pain points and opportunities for enhancing the customer experience.

For a detailed visual representation of our mapping process, you can view our collaborative work on Miro:

https://miro.com/app/board/uXjVLY-OD2I=/

Our lecturer also introduced us to Unity, focusing on its foundational components and parameters necessary for developing augmented reality (AR) experiences.


We explored the concept of using markers to trigger AR content and how this technology can enhance user engagement.

  • Creating Marker-based AR Experiences: This involved practical applications using the Vuforia Engine.
  • Introduction to Marker-based AR Experiences: We explored the concept of using markers to trigger AR content and how this technology can enhance user engagement.

The first step in our AR development process involved downloading the Vuforia Engine for Unity. This software enables the integration of AR capabilities on mobile devices and digital eyewear.

 We learned to import images into Unity and update our licenses. Understanding the quality requirements for images is crucial, as they need to meet specific standards for successful AR implementation.


After importing our images, we proceeded to add image targets. This step is essential for determining what will trigger the AR experience when viewed through the camera.
 


We implemented interactive features, such as zooming in and out using arrow buttons or screen navigation tools.

Finally, we right-clicked on the “Inspector” panel, selected “3D Material,” and added a cube on top of our chosen image. When the camera is opened, the result is a dynamic interaction where the 3D cube appears over the image, showcasing the capabilities of AR.

Here is the final outcome:


Week 3


Add Canvas and UI Elements:

  • In the new scene, go to GameObject > UI > Canvas to add a Canvas to your scene.
  • Right-click on the Canvas in the Hierarchy window and select UI > Panel. This will create a Panel that serves as a background for your UI.
  • To create a button with text, right-click on the Panel and choose UI > Button - TextMeshPro. This will add a button that uses the TextMeshPro component for clearer and more flexible text.
  • You can modify the button’s text by selecting the TextMeshPro component within the button, then editing the text in the Inspector.


To make the buttons functional and switch between scenes, create a new script.Open the script and write the following method to handle scene changes:

GoToScene(string sceneName)
    {
        SceneManager.LoadScene(sceneName);  
    }

Final Video Showcase:


Previously, we did a marker-base AR experience why we need an ImageTarget to trigger the AR visuals. In our case, we spawn a 3D cube when the image target is detected. We then change it to a video and we added controls to the video.


In this tutorial, we'll look at a marker-less AR experience where we only need to detect the ground/floor/any flat surface, and we will be able to spawn our 3D object.

Week 4

I came up with three idea:

1.AR Portfolio Viewer

For student and artists, showcasing their work is important. This app could display artwork, showing the story of artwork and also your own portfolio. This makes student could stand out with their portfolio and also their artwork with the visual AR design.

2.AR Interior Design Planner

This apps could scan the QR code, showing how the 1:1 scale furniture looks in your home, you may change the colours and designs too see which are fit your room. You could also check on the quantity and price.

Visual Layout and Wireframe


Visual Direction and Moodboard


3.AR Beauty Guide

The apps could having step-by-step AR tutorials showing you how to apply the make, suggesting which products that work for your skin tone and type. You may also scan the make products to get instant info, such as price, brand and ingredients.

Presentation Slide:


Google Docs:


Video Presentation:


Week 5


We had learn how to make animation trigger on the cube.

Week 8
ILW

Week 11
Consultation Week

Week 12
Consultation Week


Reflection

Experience
This was my first time learning about AR and Unity, and it felt refreshing. I got to learn new things and meet people from outside my course. The lectures and tutorials gave me the information I needed for the exercises. The user journey mapping and video tutorials was helpful for my app design work. Learning Unity, though, was tough, mainly because I didn’t have the right system set up first. Still, it was fun to see what I could do with what I already knew.

Findings
I found that Unity’s UI is really hard to use, but that seems true for many programs. Luckily, there are many video tutorials available. 

Observations
I didn’t notice much during the task, other than the fact that Unity was new to me and I struggled a lot. Even so, I enjoyed playing with modeling and playing around with AR.

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