20.05.2025 - 01.06.2025 (Week 4- Week 6)
Gunn Joey / 0366122
Experiential Design / Bachelor of Design (Hons) in Creative Media
Task 2: Experience Design Project Proposal
TABLE OF CONTENTS
1. Module Information Booklet
2. Lectures
3. Task 2
4. Feedback
5. Reflection
MODULE INFORMATION BOOKLET
LECTURES
Week 5
Week 6
This week, Mr. Razif taught us how to create and connect different UI
canvas pages in Unity, helping us understand how users move through an
AR app. We focused on using buttons to switch between screens and make
the experience easier to navigate. We worked with three main screens:
a main menu, a tutorial page, and the AR scene we built earlier. Each
one had a specific role. The main menu helped users get started, the
tutorial gave simple instructions, and the AR canvas was where the
video and AR features were shown. To improve the AR scene, we added an
info panel that appears over the video to give extra details. A close
button was added too, so users could hide the panel when they didn’t
need it. This gave them more control over what they wanted to see.
We also focused on building the main menu and credit scenes, making
sure each button led to the correct page or scene. This involved
setting up proper links between buttons and ensuring transitions
worked smoothly, so users could easily switch between the menu,
tutorial, and AR features. It was a great way to practice how
navigation and scene changes work in Unity. By the end of the
session, we had a working multi-screen interface with responsive
buttons and clean transitions. This helped us better understand how
Unity’s UI system supports the design of simple, clear, and
interactive AR experiences.
TASK 2
Instructions:
Based on initial idea discussions, students are required to come up
with an experience design project from a subject/topic of their
choice. This can be anything from screen experience to physical
space experience. They are required to create a professional
experience design proposal document that explains their project idea
and how will the experience be for the user. The proposal should
contain analysis of current experience, comparison with similar
solutions and how it can be better, Sketches to visualize the
experience, Mock design of how the final outcome should be from the
user’s perspective. The project looks to develop the students’
understanding of what is an experience design and their creativity
to come up with a good, unique,and magical experience design. It
also looks to their ability to analyze, explain and breakdown their
ideas into a proposal document.
Requirement of Submission:
- Slides submitted as PDF format
- Online posts in your E-portfolio as your reflective studies
Task Requirement:
1. Designer Details
- Name & Student ID
2. About the Project
- Project Title
- Project Description (summary of your idea)
- Problem Statement – What issue are you solving?
- Aims/Goals – What is the intended outcome or improvement?
3. Research
- Background on your chosen company/product/space (if relevant)
- Target Audience / Users
- User Personas – At least one detailed, relevant persona
- User Experience Map – Show the current experience with:
- Step-by-step flow
- Pain Points
- Visual references (photos, screenshots, etc.)
4. Proposed Solutions
- Describe your AR solution
- How it improves the user experience
- New Journey Map (how the experience changes with your app)
5. Visualization
- Sketches: initial concepts (UI, flow, markers, etc.)
- Mockups: higher fidelity visuals (Photoshop, Figma)
- Describe each visual clearly (what it shows, what feature)
6. Creative Directions
- Theme/Color Palette
- Typography
- Iconography
- Moodboard
- References (describe why these inspired your solution)
A. First Draft of Task 2 Ideation
After our consultation with Mr. Razif, he gave us helpful feedback
on our ideas and helped us choose a few directions to explore
further. This made our project clearer and more focused, reducing
the wide range of ideas we had at first. He encouraged us to
review each idea and think about which features were practical and
worth keeping. He also suggested we combine features from
different ideas to create one strong and engaging topic, which
helped us think more creatively and strategically.
He also reminded us to look beyond just the idea itself. We needed
to consider the real problems we wanted to solve, the key features
our project should have, and the direction of our design. This
pushed us to think more deeply and build a stronger foundation for
our topic. His guidance helped us move from just brainstorming to
shaping a clearer and more meaningful plan.
B. Proposal Development
My groupmate, Ser Chen and I had a discussion to finalise our
idea of creating an AR business card. Once we agreed on the
concept, we began thinking about the problem statement and
possible solutions that our project could offer. During this
process, we also reviewed our initial list of target audiences
and realised we had included too many. We decided to narrow it
down to a more specific and relevant audience to give our
project better focus and direction.
To begin our user research, we started by developing user
personas. This included writing short biographies for each
persona, identifying their goals, and outlining the challenges
they might face. Creating these personas helped us better
understand our target users and how our AR business card could
meet their needs. It also gave us a clearer view of how to shape
the features and design of our project moving forward.
1. User Research
Amelia Tan wants to leave a lasting impression and show her
personality beyond a typical business card, while making it
easier to follow up with new contacts. However, she often feels
forgettable after events, finds her current card too generic,
and struggles to keep track of who she met and what they
discussed.
Hafiz Rahman wants to showcase a tech-savvy brand and
streamline follow-ups by identifying genuinely interested
contacts. However, printed cards feel outdated and lead to
unfiltered, impersonal connections that are hard to
manage.
Sarah Lim wants to make her events more engaging and
tech-forward by improving how attendees connect and network.
However, traditional business cards are often ignored, and
attendees struggle to remember connections, leading to low
follow-up after events.
2. Current Experience Analysis
a. Current Journey Map
The Current Journey Map shows how people feel when using
traditional business cards at networking events. At first they
feel excited to meet others but that energy fades as the cards
pile up and all start to look the same. Later it becomes hard to
remember who's who and following up feels confusing and
frustrating. People want a better and more personal way to
connect, something that helps them stand out, remember
conversations and easily follow up with the right people.
b. Pain Points
We started looking at what problems people face when using
traditional business cards at events. We noticed that the
experience often feels formal, and after the event, it is hard
to remember who gave which card. The cards all look the same
and do not help people remember faces or conversations. If
they do not follow up quickly, the connection fades and the
chance to build a relationship is lost. This showed us that a
more personal and memorable way to connect is really
needed.
- Lack of Personalization in Interaction
Users feel that exchanging business cards at events lacks
personality and warmth, making the interaction seem formal and
insincere.
- Lack of Card Identifiability
After the event, the collected business cards look too
similar, making it difficult to distinguish or remember who
each person is.
- Lack of Contextual Memory
A few days later, users struggle to recall the person's face,
the conversation, or the context in which they
met.
- Disrupted Follow-up Interaction
If follow-up is not done promptly, the connection often fades
away, and users miss the opportunity to build a deeper
relationship with potential contacts.
3. Proposed AR Solution
a. AR Features
We chose these AR features to make business cards more
personal, memorable and interactive. Traditional cards often
feel flat and forgettable, so we wanted to create an experience
that feels more like a real conversation. By offering different
modes, users can choose how they want to engage, whether it’s
through simple text or a more immersive AR avatar. Features like
“Learn About Me” and “Watch My Intro” help users get a better
sense of the person behind the card, while “Ask Me Anything”
adds a fun and engaging way to explore more information.
Overall, these features are designed to help people connect more
deeply and remember each other better after events.
b. New Journey Map
The new journey map shows how AR can make networking more
personal and memorable. Instead of just exchanging paper cards,
users scan them to see an avatar or video intro. They can learn
more through voice, visuals, and even ask questions. This makes
the experience feel more engaging and helps people remember who
they met. It also solves common problems like forgetting names
or delaying follow-ups. Overall, the process feels smoother,
more human, and easier to connect with others meaningfully.
4. Visualization
a. Sketches
This hand-drawn wireframe, created in Procreate, shows a simple
overview of how our AR business card app will work. It includes
key screens like the landing page with animation, a homepage where
users can choose between Normal Mode and AR Mode, and features
such as AR scanning, viewing basic info, and interactive options
like “Learn About Me,” “Watch My Intro,” and “Ask Me Anything.”
This sketch helps us clearly plan the user journey and bring our
ideas to life in a visual and practical way.
Progress:
We started by designing the logo for our AR business card app,
which is called intró. The logo reflects the app’s name and was
created to look simple, round, playful and creative. It’s meant to
give a friendly and modern first impression, just like the app
itself.
We created a few different landing page designs to explore
our ideas and see what works best. This allowed us to
experiment with different visuals and layouts before deciding
on the one that gives the strongest first impression for our
app. It helped us make sure the design feels engaging and
matches the overall look and feel of intró.
At the beginning, we weren’t sure whether to go with a light
mode or dark mode for the homepage. So, we tried designing
both to see which one felt better. After looking at how each
version turned out, we chose the light mode because it looked
cleaner and more welcoming.
When working on the AR Mode section, we created a few layout
options to play around with different ways of showing the
content. Testing different layouts helped us figure out what
felt right and supported the interactive feel of the
app.
We ended up removing the avatar customisation feature because
we felt it wasn’t really needed. It didn’t play a big role in
the overall experience and just made our user experience more
complicated.
Final Mockups: https://www.figma.com/proto/YUG31y0BUgmAk8lk8MzQZd/XD-Mockups?node-id=51-6&t=p319NRORUQLsH9DI-1
5. Creative Directions
C. Final Presentation
XD - Final Proposal
Figma Link: https://www.figma.com/proto/YUG31y0BUgmAk8lk8MzQZd/XD-Mockups?node-id=51-6&t=p319NRORUQLsH9DI-1
Youtube Presentation Video:
FEEDBACK
Mr. Razif: Remove the normal mode (phone screen features are unnecessary) or change the normal mode to an AR effect where the business card pops up with information. The "Save Contact" feature is not needed, as we should focus on the AR features and avoid adding elements unrelated to AR. The emphasis should be on the overall AR visual experience.
REFLECTION
Experiences:
We explored several layout and color scheme variations before finalizing the clean and professional visual direction we have now. While organizing user research and building persona profiles, I gained a deeper understanding of what professional users actually need from an interactive business card, not just flashy design, but useful, personal, and easy-to-navigate experiences.
Observations:
While designing the mock-ups, I noticed that some features initially seemed “cool,” but once placed on the interface, made the overall experience feel cluttered and unintuitive. Through discussions with Ser Chen, we realized that if a feature couldn’t be expressed clearly through AR, it often became a distraction instead of an enhancement. AR experiences rely heavily on visual clarity; if users don’t know where to look or what to tap, the impact is lost.
Findings:
Even though we haven’t entered development, careful planning of UI and flow is essential, it will serve as a strong foundation for future implementation. Users don’t just care about impressive effects; they care about whether the interaction is useful and personal. A clean, focused design communicates the concept more effectively than one overloaded with too many features.
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