22.04.2025 - 13.05.2025 (Week 1- Week 4)
Gunn Joey / 0366122
Experiential Design / Bachelor of Design (Hons) in Creative Media
Task 1: Self Reflection and Evaluation
TABLE OF CONTENTS
1. Module Information Booklet
2. Lectures
3. Task 1
4. Feedback
5. Reflection
MODULE INFORMATION BOOKLET
LECTURES
Week 1
Definitions of Extended Reality (XR) Technologies:
- Augmented Reality (AR): Enhances the real world by superimposing digital elements onto the physical environment.
- Mixed Reality (MR): Integrates the physical and digital worlds, enabling interaction between real and virtual components.
- Virtual Reality (VR): Immerses users in a completely digital environment, separate from the physical world.
- Extended Reality (XR): An umbrella term that encompasses AR, MR, and VR technologies.
Week 2
Click
here
to view board in Miro.
We used Figma to organize our thoughts and found a structured journey map template to help us present clearly. Our journey focused on the experience of a first-time visitor to the casino. These were the stages we mapped out:
1. Planning Trip
- Gain Point: Can find general info online (Google, blogs)
- Pain Point: Official information and rules about casinos is not centralized and detailed
- Solution: Centralized mobile app with full itinerary planner (train + shuttle + casino info)
- Gain Point: Reliable train and shuttle transport available
- Pain Point: No specific navigation help or unclear transportation options
- Solution: Offer AR-based navigation to guide users from entry points like the cable car or parking to the casino entrance
- Gain Point: Casino signs and staff guidance available
- Pain Point: Hard to locate exact entrance (especially for first-time visitors)
- Solution: AR indoor navigation guides users step-by-step from arrival to the correct casino entrance with floating indicators
- Gain Point: Security ensures safety
- Pain Point: Intimidating environment for beginners
- Solution: AR scanner overlay explains dress code, required documents, and estimated queue time when user scans the area
- Gain Point: Easy to exchange cash inside casino
- Pain Point: Long queues at counters, unclear exchange locations or limits
- Solution: AR guides user to nearest chip exchange counter with wait time shown, or shows AR “Express Counter” if eligible
- Gain Point: Wide selection of games and tables
- Pain Point: May be hard to locate preferred table
- Solution: AR map overlays table locations and highlights available spots or specific games (e.g., blackjack, baccarat) in real-time
- Gain Point: Professional dealers and fair gameplay
- Pain Point: It is possible to become addicted to gambling
- Solution: AR tutorial mode explains game rules by scanning the table layout, highlights moves, bets, and actions with live guidance
- Gain Point: Wide range of food choices nearby
- Pain Point: Long wait times or no seating during rush hours
- Solution: Live queue and table availability updates, reservations via app
- Gain Point: Can exit directly and return home
- Pain Point: Difficult to remember where you parked, especially in large facilities
- Solution: App tracks parking location and gives step-by-step directions back to vehicle
Week 3
Week 4
1. Video Integration
- Video Player Component: Learned how to add and configure the Unity Video Player to display video within a scene.
2. Scripting Interaction
- Trigger Video Playback (On/Off): Wrote C# code to control when the video starts and stops using triggers (like button clicks or collisions).
- Changing button colors
- Triggering animations or screen transitions
- Destroy Game Object:
- Detect an event (like collision or click)
- Destroy a selected game object in the scene
TASK 1
Instructions:
1. Research & Exploration
- Reflect on the trending AR experiences you have explored.
- Discuss what you found inspiring, surprising, or valuable.
- Share your thoughts and learning from each week’s activities and exercises.
- Reflect on how these activities helped you understand AR better.
- For each idea, include:
- Your proposed solution.
- Mock visuals or sketches to help explain your idea (similar to the Kitchen AR exercise example).
A. Ideation
This week, I worked with my group mate, Ser Chen on this task.
We shared ideas and came up with six suggestions to show our lecturer,
Mr. Razif. For each idea, we wrote down the title, the problem it
solves, our solution, target audience, features, the good and bad
points, and the feedback we gave each other. All our ideas are written
in a Google Doc, which is shared below.
Click
here
to view ideation in Google Docs.
As suggested by Mr. Razif, we explored the GPT assistant designed to provide
feedback on our proposed ideas. Below is the feedback received from the TDS
XD Assistant.
TDS XD Assistant GPT
✅ What’s Good
- Innovative networking upgrade.
- Avatar makes people memorable.
- Useful in events, HR, freelance, etc.
- Real-time AI not feasible in Unity.
- Multiple avatar personalities = heavy data handling.
- Scanning cards with varied designs could be inconsistent.
- Use Vuforia Image Target for marker-based AR.
- Preset Q&A only (simulate AI).
- Focus MVP on 1 avatar + 1 profile first.
✅ What’s Good
- Popular with content creators, dancers, photographers.
- Visual pose guidance = immediate utility.
- Easy to market on social media.
- Pose accuracy and anchoring to body.
- UX for pose selection — may get cluttered.
- Needs gesture-based feedback or timers?
- Use semi-transparent pose silhouettes or 3D models.
- Add timer or "ghost mode" overlay for mimicking.
- Markerless AR using Ground Plane or body tracking plug-ins.
3. AR Virtual Pet
✅ What’s Good
- Familiar, nostalgic — Tamagotchi vibes.
- Personal attachment encourages reuse.
- Easy for gamification (feed, play, evolve).
- AR pet movement and interaction could get complex.
- Needs idle behavior when not tapped.
- May be hard to anchor pet realistically in space.
- Start simple: tap-to-feed, tap-to-sit, etc.
- Use Ground Plane AR to place pet.
- Add basic personality traits via visual cues (happy/sad).
4. Fashion AR
✅ What’s Good
- Strong retail + personal use potential.
- Visual and shareable.
- Trend-aligned with Gen Z interests.
- Body tracking isn’t native to Unity — may need plug-ins.
- Needs accurate size/fit illusion.
- Complex to adapt for different garments.
- Start with accessories (glasses, hats) — easier than full outfits.
- Use face or image targets for anchoring.
- Add mirror-like camera overlay with swap buttons.
5. Recycling AR
✅ What’s Good
- Purpose-driven: environmental awareness.
- Educational + interactive = high social value.
- Can work well with schools or public spaces.
- Object recognition is complex; better to use markers.
- May need location info to customize recycling instructions.
- Avoid making the info too text-heavy.
- Use image targets for scanning item types (e.g., plastic bottle pic).
- Trigger animations showing what to do (e.g., “Bin A”).
- Add fun scoring system or badge rewards.
6. AR Sleep Story Viewer
✅ What’s Good
- Calming, immersive experience for bedtime.
- Audio + visuals = rich storytelling.
- Potential for mental wellness and relaxation apps.
- Nighttime use — consider screen brightness and battery drain.
- Needs well-paced visual flow, not overstimulation.
- Where would the AR be placed? Ceiling? Bedside?
- Use 360° sky dome or Ground Plane projection.
- Include soft narration and ambient sounds.
- Add "story mode" timer that ends gracefully.
Finalised Ideation:
My group mate, Ser Chen, and I collaborated to develop an ideation
presentation in the form of a Canva Slides. The presentation documented
our initial batch of AR app ideas, each accompanied by a brief concept
explanation and user focus. After presenting these ideas during our
consultation session, we incorporated detailed feedback provided by Mr.
Razif. Based on his suggestions and technical considerations, we refined
our concepts to improve feasibility and align them more closely with the
project expectations. The final slides showcased both the original
ideation process and how the ideas evolved through lecturer input and
self-reflection.
Click
here
to view finalised ideation in Canva,
Self-Reflection:
I learned how to design AR experiences that are simple, engaging, and user-friendly, thanks to Mr. Razif’s helpful guidance. I realized the importance of balancing creativity with what is technically possible. Breaking down features into stages helped me plan projects more clearly. I also improved my skills in explaining ideas clearly and thinking about different user needs. Overall, this task made me more confident in creating practical and enjoyable AR apps.
FEEDBACK
1. AR Persona Card
1. AR Persona Card
Mr. Razif suggested shifting focus toward creating your own AR business card rather than scanning others’. He recommended including a short intro video and an avatar version of yourself.
He also advised offering two modes:
- Normal (traditional business card info)
- AR mode (content appears in the environment, e.g., avatar in the room or video on the wall)
2. PoseAR
He advised to keep the focus on individual photos only, avoiding group poses due to space and AR limitations. The use of the front camera was recommended for better user experience. He suggested incorporating simple decorations (like hats or glasses) and placing 3D models next to the user, not behind them, since occlusion is technically challenging. Avoid complex background AR or placing characters behind real-world objects.
3. AR Virtual Pet
Mr. Razif recommended not to proceed with this idea unless you are strong in 3D animation and modeling. The use of full 3D virtual pets is technically heavy and would require advanced skills in asset creation, interaction coding, and tracking. The complexity and time required would likely make it unfeasible within your current scope and resources.
4. FashionAR
He strongly advised skipping this idea altogether. The main reason is
that it’s too difficult to implement effectively within the timeline and
available resources. Face and body tracking for makeup and outfit
try-ons is highly technical and beyond the expected scope of this
module.
5. Recycling Waste AR
5. Recycling Waste AR
Mr. Razif advised avoiding heavy 3D elements due to your team’s current skill level. Instead, use short videos or 2D animations to demonstrate recycling steps clearly. He encouraged including item scanning, bin sorting instructions, and interactive elements like mini-games (e.g., a sorting game or catching falling items). The goal is to teach through simple, fun interactions, not technical realism.
6. AR Sleep Story Viewer
He supported this idea and suggested going with a 2D pop-out storybook
style for visual storytelling.
Use image targets (like printed stickers or book covers) to trigger calm animations. Focus on gentle visuals, ambient sounds, and simple interactions to create a low-stimulation, bedtime-friendly experience. Make sure the interface is minimal and night-safe, avoiding bright visuals or complex UI.
This ideation task turned out to be more meaningful than I expected. Initially, I thought coming up with ideas would be the easy part, but as we started discussing and breaking things down, I realised how tricky it is to find the right balance between creativity and what’s actually possible to build. Some concepts sounded great in theory but quickly became complex once we looked at the tech side.
One thing that stood out for me was how valuable it is to think from the user’s perspective. I found myself constantly asking, “Would this actually be useful?” and “Why would someone want to interact with this?” That shift in thinking really helped our group filter and refine our ideas. The feedback from the assistant was also a useful checkpoint. It helped us see potential limitations that we hadn’t thought about.
Overall, I’m starting to see how experiential design isn’t just about visuals or fun features. It’s about creating something that feels purposeful, memorable, and realistic to develop. This task reminded me that good ideas are usually the ones that stay simple, solve a real problem, and make people feel something.
Use image targets (like printed stickers or book covers) to trigger calm animations. Focus on gentle visuals, ambient sounds, and simple interactions to create a low-stimulation, bedtime-friendly experience. Make sure the interface is minimal and night-safe, avoiding bright visuals or complex UI.
REFLECTION
This ideation task turned out to be more meaningful than I expected. Initially, I thought coming up with ideas would be the easy part, but as we started discussing and breaking things down, I realised how tricky it is to find the right balance between creativity and what’s actually possible to build. Some concepts sounded great in theory but quickly became complex once we looked at the tech side.
One thing that stood out for me was how valuable it is to think from the user’s perspective. I found myself constantly asking, “Would this actually be useful?” and “Why would someone want to interact with this?” That shift in thinking really helped our group filter and refine our ideas. The feedback from the assistant was also a useful checkpoint. It helped us see potential limitations that we hadn’t thought about.
Overall, I’m starting to see how experiential design isn’t just about visuals or fun features. It’s about creating something that feels purposeful, memorable, and realistic to develop. This task reminded me that good ideas are usually the ones that stay simple, solve a real problem, and make people feel something.
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