Experiential Design / Task 3: Project MVP Prototype

15.06.2025 - 06.07.2025 (Week 8- Week 10)
Gunn Joey / 0366122
Experiential Design / Bachelor of Design (Hons) in Creative Media
Task 3: Project MVP Prototype


TABLE OF CONTENTS

1. Module Information Booklet
2. Lectures
3. Task 3
4. Feedback 
5. Reflection


MODULE INFORMATION BOOKLET



LECTURES

Week 7: 

Mr. Razif guided us through the steps required to build and run a Unity project on a mobile device. He explained how to prepare the project for deployment and set up the necessary settings for mobile testing. For those using Mac, we used Wecode to deploy the application onto our phones. This allowed us to test the app outside the Unity editor and see how it performs on actual devices. The session gave us a clear understanding of the workflow needed to develop, test, and troubleshoot Unity projects for mobile platforms, which is a key part of mobile app development.

Week 8: 

We were taught how to interact with the app directly on our phones through simple touch controls. Mr. Razif showed us how to create a basic interaction where tapping anywhere on the screen would generate a cube at that exact spot. This helped us understand how touch input works in Unity and how to respond to user actions in real time. In addition to this, we implemented a feature that allowed us to toggle background music on and off using a button. This exercise gave us practical experience with managing UI elements and audio controls, both of which are essential for creating interactive and user-friendly mobile applications.

Week 9: 

This week’s session focused on 3D building in Unity. We practiced creating simple 3D models and explored how to adjust their size dynamically using button interactions. By learning how to scale objects up and down through user input, we gained a better understanding of how to control and manipulate objects within a 3D space. This practice improved our skills in managing object properties and reinforced our knowledge of spatial awareness and real-time interaction in Unity’s 3D environment.

Week 10: 

We advanced our AR modeling skills by learning how to make an AR building wall appear when a button is tapped. This method involved scanning an Image Target and then triggering the display of a 3D object through user interaction. Using this approach, we created a simple cue card system where tapping a button reveals specific 3D content. This exercise helped us understand how to link UI elements with 3D object control in an AR environment. It was a useful experience that reinforced the connection between user input and real-time object manipulation in Unity.


TASK 3

Description

Once their proposal is approved, the students will then work on the prototype of their project. The prototype will enable the students to discover certain limitations that they might have not learnt about before and they’ll have to creatively think on how to overcome the limitation to materialize their proposed ideas. The objective of this task is for the students to test out the key functionality of their project. The output may not necessarily be a finished visually designed project. The students will be gauge on their prototype functionality and their ability to creatively think on alternatives to achieve the desired outcome.

Requirements
  • Screen Design visual prototype (Figma)
  • Functioning MVP of the App Experience
Submission
  • Video walkthrough and presentation of the prototype
  • Online posts in your E-portfolio as your reflective studies
Progress

        A. Figma Screen Design Prototype

In the initial stages of development, we built our Unity prototype using the design style and colour palette established in Task 2. However, after presenting our progress to Mr. Razif, he provided valuable feedback, particularly on our choice of colours and the design of the business card. He recommended that we rethink the colour scheme and update the business card to better reflect our concept. Taking his input seriously, we revisited our design decisions and made several adjustments. We refined the visual elements, selecting a more cohesive and modern colour palette that better represents a sleek, tech-driven aesthetic. These changes helped elevate the overall appearance of our prototype, making it more visually engaging and aligned with current design trends.

Fig - Demo Progress

    
Fig - Original Design (Figma Mockups)

Fig - Original Colour Scheme

Based on Mr. Razif’s helpful feedback, we made several key refinements. Specifically, we updated the color scheme and redesigned the mockup to enhance the visual appeal and better align with the overall theme of our project.

    
Fig - Refinement (Figma Mockups)

Fig - Colour Scheme Refinement 

        B. Set Up Progress

As we developed our Unity AR application, we started by creating the business card layout in Figma. This design was then exported and used as the Image Target within Vuforia. Rather than relying on Unity’s standard UI elements like panels, we wanted more control over the visual quality. To achieve this, we designed most of the graphics in Adobe Illustrator, which allowed for greater detail and consistency. After finalizing the visuals, we brought them into Unity, ensuring the AR experience looked clean, sharp, and visually cohesive throughout.

Using the prototype from Task 2 as a starting point, we began by setting up the Normal Mode scene in Unity, which served as the main environment for user interaction and feature testing.

Fig - Image Target (Business Card)

1. Normal Mode Scene

To begin, we imported the Vuforia Engine into Unity and set up both the AR Camera and Image Target. This allowed us to start creating AR effects that would appear on the specified image. We started by laying out the core visual elements and then introduced animations to make the experience feel more interactive and lively.

Fig - Normal Mode Progress (Import Image Target & Assets)

Fig - Normal Mode Progress 2 (Animation)

Fig - Normal Mode Progress 3 (Video Clip)

Next, we brought in the video clip and made sure all visual assets were configured to follow the Image Target. By placing everything in World Space, we ensured that the AR content remained properly anchored and responsive to user movement. After testing the scene and confirming that all components worked smoothly, we continued by developing the next part of the experience.

Fig - Normal Mode Outcome (Layout)

Fig - Normal Mode Preview

2. Landing Scene

Creating our avatar was a creative process. We started by sketching and illustrating it manually using Procreate, which gave us the freedom to add a personal and artistic touch. Once we were happy with the initial drawing, we brought it into Adobe Illustrator to refine the details further. There, we added background elements, subtle glow effects, and other enhancements to elevate its visual appeal and ensure it fit well within our overall design style.

Fig - Avatar png (Adobe Illustrator)

With the avatar complete, we shifted our focus to building the landing scene. We incorporated a carefully chosen background image to set the tone and atmosphere, then added interactive buttons to make the scene functional and engaging for users. This combination of hand-drawn elements and interactive design helped create a welcoming and polished entry point to our AR experience.

Fig - Landing Page Outcome 

Fig - Landing Page Outcome Preview (GIF)

3. Home Scene

The Home Scene was designed to follow the same visual structure as the landing scene, maintaining consistency in layout and style. However, instead of a single button, we introduced two distinct options: one for Normal Mode and another for AR Mode. This allowed users to easily choose how they wanted to engage with the application, depending on their preferences or needs at the moment.

Fig - Home Scene Outcome Preview (GIF)

To make the interface feel more interactive and user-friendly, we added responsive features to the buttons in both scenes. When users hover over a button, it visually responds to indicate that it is clickable. Additionally, when a button is pressed, it gently scales down to give a sense of tactile feedback. These small but thoughtful details helped create a smoother and more engaging experience, encouraging users to interact confidently with the interface.

Fig - Button Settings

Fig - Buttons code Progress (Navigate to scenes)

4. AR Mode

In AR Mode, we designed a screen overlay to guide users and make feature selection more intuitive. This overlay helped organize the interface within the augmented reality environment, making it easier for users to tap and explore different interactive elements without confusion. Once the business card is successfully scanned, an avatar appears at the center of the screen, serving as a focal point for the AR experience. From there, users are presented with multiple feature options, allowing them to choose how they want to engage with the content in a clear and user-friendly way.

Fig - AR Mode Outcome Preview (Screen Overlay)

5. Learn About Me Scene

When users tap the "Learn About Me" button, the avatar stays on screen and begins to speak, introducing itself in a friendly and engaging manner. This interaction is designed to feel more personal, giving users the sense that they are having a direct conversation with the character rather than just watching a scripted animation. To enhance this experience, the avatar’s self-introduction is accompanied by subtle animations and facial expressions that match the dialogue. 

Fig - Learn About Me Scene Outcome Preview (Screen Overlay)

6. Watch My Intro Scene

When users select the "Watch My Intro" button, they are taken to a new scene dedicated to playing the self-introduction video. As soon as the scene loads, the video begins to play automatically at the center of the screen, providing a smooth and seamless viewing experience. The overall design of this scene is intentionally kept clean and minimal, with no unnecessary distractions. This allows users to focus entirely on the video content, ensuring that the message is delivered clearly and the experience feels polished and purposeful.

Fig - Watch My Intro Scene Outcome Preview (Screen Overlay)

7. Ask Me Anything Scene

For the "Ask Me Anything" page, I designed an interactive feature that simulates a conversation with the avatar, activated through a simple button click. To begin, I planned and arranged the layout of the page to ensure it was user-friendly and visually balanced. Once the structure was in place, I added animations to make the interaction feel more dynamic and engaging.

To enhance the realism of the experience, I used the button’s OnClick() function to trigger the conversation. This means the interaction only appears after the user actively presses the button, creating a sense of responsiveness and giving the impression that the avatar is directly answering their prompt. This thoughtful approach helped make the interaction feel more natural, as if the user were genuinely chatting with the avatar in real time.

Fig - Ask Me Anything Progress (Button onclick)

Fig - Ask Me Anything Progress (Animator)

Fig - Onclick Settings

Fig - Ask Me Anything Outcome Preview (GIF)

      C. Final Submission

Goggle Drive Link:

Walkthrough Video:


Presentation Video:



FEEDBACK

During our consultation, Mr. Razif suggested we improve the prototype by incorporating additional animations and interactive elements to make the app more engaging and dynamic. He highlighted the importance of showcasing features through user interaction rather than keeping the interface static. Additionally, he recommended refining the color scheme of both the business card and the app to better reflect a modern, tech-driven AR experience and enhance overall visual appeal.


REFLECTION

Developing this AR prototype was a valuable learning process. I began by creating the avatar using Procreate, then refined it in Adobe Illustrator by adding visual effects and background elements. These assets were then brought into Unity, where I built and arranged the AR scenes. Working with Unity and Vuforia gave me a clearer understanding of how to connect visual design with interactive AR features. Setting up animations and creating smooth user interactions took time and patience, but it helped me develop both technical skills and attention to detail. Mr. Razif’s feedback played an important role in shaping the final outcome. His advice encouraged me to think carefully about how users would experience the app and pushed me to make the design more engaging and polished.

During the development process, I noticed that interactive features had a strong impact on user engagement. Animations, responsive buttons, and character movements made the app feel more lively and immersive. A simple static interface did not create the same effect. I also observed that consistency in layout and color choices helped the app feel more professional and easier to use. When the design elements worked well together, it made navigation smoother and more intuitive. These small details contributed to a better overall experience for users.

Through this task, I learned that successful AR design is not just about visual quality but also about how the user interacts with the content. Every element needs to serve a purpose and work together to create a clear and enjoyable experience. Placing assets correctly in World Space and linking them to the Image Target helped ensure that the AR content stayed anchored and responsive. I also realized the importance of refining a design based on feedback. By improving the color scheme and adding more interactive features, the final version of the app became more effective and user-friendly. This experience showed me the value of combining creativity with functionality in AR development.

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