Experiential Design - Task 1

23 / 09 / 2024 — 14 / 10 / 2024 (Week 01 — Week 04)

Jordan Axel / 0354894

MMD 60204 / Experiential Design / Bachelor of Design (Hons) in Creative Media / Taylor's University



INSTRUCTIONS




Week 1: Introduction on Experiential Design

In week one, we look at various experiential ideas using Augmented Reality (AR). We were given the opportunity to watch some past project examples to help us gain a better understanding of AR and be inspired. Mr. Razif also shared some of his thoughts and tips for constructing the AR. Some of the recommendations he gave us concerned the visual designs and usefulness of the idea.

We then went into a brief lecture session where we learned about the principles of augmented reality. We learned about the differences of AR(Augmented Reality),MR(Mixed), and VR(Virtual Reality). Where VR has it own digital world it self AR is the complete opposite. However, Mixed Reality is in between where it combines the real world with virtual using VR headset.

In class, we explored with Google's AR function. It was fascinating to watch how a tiger-like model could be transformed into reality. 

fig 1.0 - Google A.R

Exercise: Imagine a scenario in either of the two places. What would the A.R experiences be and what visualization can be useful? What do you want the user to feel? 

 I imagine when users interact with gym machines, AR could provide visual step-by-step instructions, rep counts, and recommendations for weight settings or resistance levels based on personal goals. Users can see real-time AR overlays on their bodies that highlight muscle engagement and correct posture during exercises. For instance, if a person is doing squats, AR could display lines showing proper knee alignment and back posture, with green lights for correct movements and red warnings for misalignment.
fig 1.1 AI generated image




Week 2: Concept Of Experiential Design

This week lecture is about "what is experiential design?", user mapping, and journey map. Experience design is a multidisciplinary approach to design. We were then taught to the type of design technique. User mapping is done in a variety of methods, including empathy maps, customer journey maps, experience maps, and service blueprints. An empathy map is a technique for communicating what we know about a specific sort of user. Then, we learned how to use a journey map to solve problems in our daily lives. Following that, we had our first group activity: creating a journey map together. 



We decided to choose Amusement park experience for our presentation. we visualize the scenario in the order below :

  1. Parking
  2. Ticket counter
  3. Map of the park
  4. Rides and attraction
  5. Food & drinks
  6. Entertainment shows
  7. Merchandise Store
  8. Exiting the park
  9. Reflection Phase
We identified the advantages and disadvantages of each circumstance and devised solutions.
The examples was using AR for navigation in the park and the parking spot.


Secondly, we are introduced to unity for the first time. Additionally we are introduced to Vuforia Engine for our project.
fig 2.0 Vuforia Downloads

After downloading Vuforia, we will be able to receive the API key, allowing us to access libraries such as datasets. 
fig 2.1 Vuforia Licenses

fig 2.2 Target manager

After creating the database in Vuforia, insert the image that we want to use as an Image Target. We can then visit the database in Unity and retrieve the image that we inserted into it

After we have set the ImageTarget, we can simply add any object as a child to it. Our first hands-on encounter with AR was modeling a cube block by identifying the image. 

fig 2.3 first AR test


fig 2.4 different angle


fig 2.5 marker based AR

fig 2.6 video demo on video player



Week 3: User controls and UI

We are given a few tutorials more in depth on unity AR. We are asked to make a Launch AR and Credits button. I even try my knowledge and try to add back button myself. I followed the youtube video given to understand it more clearly.


Final Outcome 





Week 4: Setting Up Device for Unity


This week, we explored Location/Space-based AR Experiences, a type of augmented reality that anchors digital objects in real-world locations without the need for physical markers.
fig 4.0 AR test on "ground"

We are demonstrated on how we can connect our mobile phones to Unity for both iOS and android. Because I use Android phone and windows Laptop, the setup is pretty straight forward and change a bit of the settings and allow USB debugging on the phone.
fig 4.1 Build settings



fig 4.2 AR test
fig 4.3 AR test but Shrek



fig 4.4 Video Demo on AR test













AR App Idea

In this week , we are also requested to explore and research on more ideas that we can work on. I have explored a few ideas such as Gizmo InspectAR , DreamcAR , and more. I have consulted with Mr. Razif he likes the idea but more towards the DreamcAR. I still need a few adjustment and make the AR have more depth such as make the car color changeable etc.


AR App Idea by Jordan Axel


REFLECTIONS

I've learned the basics of what we can offer with AR during the past four weeks. We learned how to use a user journey map to identify the issues and potential solutions that AR can provide users. I can then use the same concept idea in my product to comprehend the issues consumers are facing. Additionally, we learned the fundamentals of creating our first augmented reality experience with Unity. We were given a lot of functions in Unity that we may use with ImageTarget. This enables us to display any picture, video, or object. I was able to demonstrate my AR results and follow along in class with ease.  

Comments

Popular posts from this blog

Minor Project

Major Project 1

Experiential Design - Task 3