Experiential Design / Task 1

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

During the first week, Mr. Razif provided an overview of the course structure and clearly communicated his expectations. He showcased examples of past student projects, which offered valuable insights into the concept of augmented reality (AR) and sparked ideas for our upcoming assignments. Additionally, he introduced us to various types of AR experiences and the technologies involved in developing them, guiding us through the foundational steps of designing an AR concept. As a result of this session, we gained a clear understanding of the differences between AR, VR, and MR. We also learned how to distinguish between AR and MR applications, conceptualized our own AR experiences, and even developed a basic AR application during the lecture.

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.

During class, Mr. Razif divided us into groups of six to seven students. Our task was to select a real-world location and create a user journey map based on the experience. For each stage, we had to identify gain points, pain points, and suggest potential solutions. We chose Genting Highlands Casino as our location because of its complexity, popularity, and mix of leisure and entertainment.

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)
2. Getting There
  • 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
3. Finding 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
4. Entry & Security Check
  • 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
5. Exchange Cash to Chips
  • 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
6. Finding Table of Game
  • 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
7. Playing Games
  • 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
8. Taking Breaks or Looking for Drinks
  • 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
9. Leaving & Finding Way Back to Parking
  • 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
Self Reflection:

Doing the user journey mapping for Genting Highlands Casino helped me understand how much detail goes into designing an experience. Before this, I didn’t think about each stage from the user’s point of view. I learned how to break down the journey into smaller steps and find what works well and what causes problems. The process of identifying gain points and pain points made me realise how small issues can affect the whole experience. Thinking of AR as a way to solve those problems was interesting. It showed me that AR can be practical, not just something fun or futuristic. This task also helped me improve how I organise ideas clearly. Using Figma made it easier to present the journey step by step. Overall, I feel more confident now in designing user experiences and using tools like journey maps in future projects.

 

Week 3

This week, we had our first-ever introduction to Unity with Mr. Razif. For many of us, it was the first time we got to use the platform ourselves. The session helped us understand the basics of how Unity works and how it will help us with our AR projects. It was really interesting to try out the tools in Unity.



In this project, my team came up with the Gym AR Trainer idea to help beginners feel more comfortable at the gym. Instead of guessing what to do or asking for help, users could get real-time guidance through augmented reality, making workouts less stressful. While working on it, I learned how AR can give support right when people need it, without getting in the way. This project helped me see how good design and smart technology can make everyday things, like going to the gym, a lot easier and more enjoyable for everyone.


Week 4

This week, we learnt how animation can really bring an AR scene to life. It made everything feel more fun and engaging, adding movement that helped the content feel more real. I was surprised by how much of a difference it made. Getting the animations to look smooth took a bit of experimenting. Even tiny changes in timing could change how it all looked and felt. We also added buttons that let users interact with the scene, which made the whole experience more hands-on and personal. Overall, this week showed me just how powerful animation can be in making AR feel more dynamic and enjoyable. It was a great step forward in creating something that feels alive and easy to connect with.

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).
3. Button and Screen Effects: Used code to activate visual effects on the screen or buttons, such as:
  • Changing button colors
  • Triggering animations or screen transitions
4. Visual Scripting
  • Destroy Game Object:
Used Unity’s Visual Scripting system to:
  • 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.
2. Weekly Reflections on Class Activities and Exercises
  • Share your thoughts and learning from each week’s activities and exercises.
  • Reflect on how these activities helped you understand AR better.
3. Proposal of 3 AR Project Ideas
  • For each idea, include:
            - A clear problem statement.
            - 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.


My groupmate, Ser Chen, and I scheduled a consultation session with Mr. Razif via Google Meet. During the session, he provided us with valuable feedback and insightful suggestions that greatly contributed to the development of our project. His guidance was useful in helping us refine our ideas, making them more interactive. The consultation not only clarified our direction but also boosted our confidence in moving forward with the final concept.


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

1.⁠ ⁠AR Persona Card

✅ What’s Good
  • Innovative networking upgrade.
  • Avatar makes people memorable.
  • Useful in events, HR, freelance, etc.
💡 To Think About
  • Real-time AI not feasible in Unity.
  • Multiple avatar personalities = heavy data handling.
  • Scanning cards with varied designs could be inconsistent.
🔧 Suggestions
  • Use Vuforia Image Target for marker-based AR.
  • Preset Q&A only (simulate AI).
  • Focus MVP on 1 avatar + 1 profile first.

2.⁠ ⁠PoseAR

✅ What’s Good
  • Popular with content creators, dancers, photographers.
  • Visual pose guidance = immediate utility.
  • Easy to market on social media.
💡 To Think About
  • Pose accuracy and anchoring to body.
  • UX for pose selection — may get cluttered.
  • Needs gesture-based feedback or timers?
🔧 Suggestions
  • 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).
💡 To Think About
  • AR pet movement and interaction could get complex.
  • Needs idle behavior when not tapped.
  • May be hard to anchor pet realistically in space.
🔧 Suggestions
  • 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.
💡 To Think About
  • Body tracking isn’t native to Unity — may need plug-ins.
  • Needs accurate size/fit illusion.
  • Complex to adapt for different garments.
🔧 Suggestions
  • 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.
💡 To Think About
  • Object recognition is complex; better to use markers.
  • May need location info to customize recycling instructions.
  • Avoid making the info too text-heavy.
🔧 Suggestions
  • 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.
💡 To Think About
  • Nighttime use — consider screen brightness and battery drain.
  • Needs well-paced visual flow, not overstimulation.
  • Where would the AR be placed? Ceiling? Bedside?
🔧 Suggestions
  • 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

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)
He encouraged gradual feature unlocking to guide users through the experience in stages.

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

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.


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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