Experiential Design - Trending Experience (Task 1)

24/9/2024 - 21/10/2024 (Week 1- Week 4)
Katelyn Tan Kye Ling (0354148)
Bachelor Of Design In Creative Media (Experiential Design)
Task 1 - Trending Experience


LECTURES

Week 1: Introduction to AR Experiences (24/9/24)

At the start of the class, Mr. Razif went through the MIB with us to let us know what we'll be doing for the entire experiential design module so that we are prepared. He then proceeded to show us final works of previous students of the AR apps they designed for this module's final project so that we could gain understanding on what we are going to deliver in this semester and also to gain some inspiration. The work done by the previous students really amazed me and set the expectations really highly for me. 

Next, we dived into our first lecture of this module which was about the different types of XR and what are their differences. There was a mini in-class exercise asking what type of XR each picture shown on the screen was to assess the students' understanding. Next there was also another activity which was to search 3D animals on google and we could view the animals in your actual surrounding. Lastly, Mr. Razif ended the first lecture by giving us a task to complete at home.

Week 2: Designing Experiences (1/10/24)

We kicked off the class by having a lecture. Very quickly into the lecture, we had a group activity to create a journey map of a specific place. Our group decided to pick Genting Highland Outdoor Theme park to do the journey mapping. Click here for our journey map. After the group activity each group went up to present their map. Lastly, Mr. Razif ended the class for today by giving a short tutorial on how to download unity, get license and install modules + follow the tutorial and do the simple exercise.

What we learnt in lecture 2:
Journey Map
- Maps out the journey of a user.
- All the pain points should come with a solution after.

Empathy Map
- A tool used to articulate what we know about a particular type of user. It externalizes user knowledge in order to:
  1.  Create a shared understanding
  2. Aid in decision makin
For our exercise, we were asked to follow a simple tutorial given by Mr. Razif on how to use unity. We had to make a cube and a video appear upon scanning an image. Below was what I did.
Fig 1.1 W2- Exercise

Fig 1.2 W2- Exercise

Week 3: In depth Unity tutorial (8/10/24)
During this class, we started with a tutorial of the continuation of week two's exercise. We learnt how to make different scenes in unity and even add buttons to it leading it to other scenes. We also learnt how to make animations like a cube hovering. Throughout the class, Mr. Razif had a Youtube live on so that we could watch back which was a life saver. 

My Week 2 + 3 Exercise:

Week 4: Markerless AR Tutorial (15/10/24)
This week we learnt how to do Markerless AR. After we had to download something for the testing to work, but the internet was too slow so we couldn't continue with it. After that, I had consultation of my 3 ideations with Mr. Razif. Below are the feedbacks and refinements I had to do.


INSTRUCTIONS

Exercise 1
Instructions: "Imagine the scenario in any place. What would the AR experience be and what extended visualization can be useful? What do you want the user to feel?"

The above is the instructions given by Mr. Razif. In detailed, we were required to write a problem statement for any place/area. Then we had to show a mockup of the AR and how it'd work/what it would display.

MY WORK:

Problem Statement: Many times at the gym, I find myself puzzled on how to use certain machines as they're so foreign to me. I do not dare to ask anyone around me and I'm not sure what the machine is called so I can't search it up. Furthermore even if I figure it out, I'm unsure whether my body form is correct or not. If only we had an app that could scan to detect gym machines and provide me information about it. This would definitely save me from embarrassment in the gym as well as saving me time from trying to figure out how to use the machines.

Idea for gym AR:

- Scan body to detect height and weight.
- Scan machine to detect what machine is it.
- Pop-up information
Info 1: Machine info - How to set up machine and the proper body form when using the machine.
Info 2: Suggest how much weights to lift & how many reps according to body measurements (eg. 3x10 of 10kg)

Picture Mock ups:
Fig 2.1 Gym AR Mockup 1 (PDF)

In this attempt, I made it that the user had to scan herself to get her measurements and information that would be shown in another page. Then the user had to scan a gym machine they would wish to learn about and information regarding that specific machine would pop up, and also a video of how to use the machine would pop up as well. But before I completed the final part which was the video popping up on the screen, I felt that the entire mockup wasn't very AR like. So I decided to do a second attempt.

Fig 2.2 Gym AR Mockup 2 (PDF)

The second attempt was much different. I made the the body measurements pop up right on screen when a person is detected, and I also used Illustrator to edit a hologram effect on the person itself. Another thing I made different was that the teaching of how to use the machine would be a hologram human on the machine performing the exercise itself. I tried to AI create the last picture, however it wasn't going very well, therefore I photoshopped the hologram human onto the gym machine.

EXPLORATION

In this section, I will be researching about what is currently trending and what people/customers usually look for or are interested in when it comes to experiences in AR (Augmented Reality) since that is what our project is based on. This research would further aid me to understand the experiential design market and have ideas in my upcoming ideation process where I have to come up with ideas to create an AR app. Before that, let's fully understand the 3R's (AR, MR & VR).

Immersive Technology
As technology continues to advance, immersive experiences are reaching new heights. Virtual Reality (VR) and Augmented Reality (AR) have become integral components of experiential design, transporting users to fantastical realms or enhancing their real-world surroundings. In 2024, we think there will be even more seamless integration of these technologies into physical spaces, without the need for bulky headsets and tether restrictions. Instead, spaces will be ‘hands free’  offering unparalleled levels of interaction and engagement. (Imagineerium, 2024)

What is Extended Reality?
Fig 3.1 Extended Reality (Tremosa, 2024)

What's the difference between AR, MR & VR?
Fig 3.2 AR vs MR vs VR (Tremosa, 2024)

AR (Augmented Reality): Augmented reality (AR) is a technology that allows the superposition of digital elements into the real-world environment. In the AR experience, you can see a composite view of physical or real-world elements and digital elements.(Tremosa, 2024)
Fig 3.3 Example of AR product

MR (Mixed Reality): Mixed reality (MR) is a technology that allows not only the superposition of digital elements into the real-world environment but also their interaction. In the MR experience, the user can see and interact with both the digital elements and the physical ones. (Tremosa, 2024)
Fig 3.4 Example of MR

VR (Virtual Reality): Virtual reality (VR) is a technology that allows the creation of a fully-immersive digital environment. In VR experiences, the physical or real-world environment is entirely blocked out. (Tremosa, 2024)
 
Fig 3.5 Example of VR

Difference ways AR is being used:
1. Retail
Having AR in retail stores can help enhance a customer's experience, increased customer engagement rates, reduced return rates and have brand differentiation making them stand out from competitors.(Robinson & Robinson, 2023)

Fig 3.6 Using AR in retail shops

Using AR in an ecommerce can help to reach new customers and allow them to engage more by previewing products or experience services in their own environment and on their own time, before electing to make a purchase which can reduce the return rate. (BigCommerce, 2024)

Click here for an example of using AR in online retail.

2. Education
Augmented reality (AR) enhances student engagement by allowing interactive, immersive learning experiences. Students can create AR projects, fostering critical thinking and problem-solving skills. AR can be used across subjects, offering virtual explorations of places and objects that might be otherwise inaccessible. (Danhoff, 2021)
Click here for example of an educational AR app.

3. Restaurants
While in the past, restaurants have had to turn to arcade games for adults and colouring books for kids to keep guests busy, nowadays restaurants can achieve that “wow” effect with AR. (Ferrandez, 2022)

Le Petit Chef, an AR dining experience that has entertained countless guests across a number of restaurants worldwide, instead uses 3D projection mapping technology to create the illusion of a thumb-sized chef preparing your dish right in front of you, thus “transporting you from a snowy landscape to a tropical island, all while staying seated at your table,” according to the promotions’ creators. Besides just enhancing the dining experience and restaurants’ relationship with customers, AR can also improve the overall food wellbeing of diners.

4. Gaming
Augmented reality gaming (AR gaming) is the real-time integration of virtual game elements with the physical environment of the player. Augmented reality games detect the real world and then overlay game visuals and audio using sensors such as cameras, microphones and global positioning system (GPS). (Wright, 2023)
Fig 3.6 Using AR in games

5. Navigation
Augmented reality navigation enhances user experiences by overlaying real-time directions onto real environments viewed through a smartphone or headset. This technology simplifies navigation by eliminating the need to compare physical surroundings with traditional maps, making it easier for users to find their way. (Protsenko, 2024)
Fig 3.8 How AR works in the navigation system

Fig 3.9 Using AR for navigations


Reference List:
BigCommerce. (2024, September 5). Augmented Reality in Ecommerce: How Does it Work? BigCommerce.https://www.bigcommerce.com/articles/ecommerce/ecommerce-augmented-reality/

Danhoff, C. (2021, June 16). 7 Augmented reality tools for the classroom. Edutopia. https://www.edutopia.org/article/7-augmented-reality-tools-classroom/

Ferrandez, C. (2022, June 16). Augmented reality restaurant experiences: 5 examples. Poplar Studio. https://poplar.studio/blog/augmented-reality-restaurant-experiences-5-examples/

Imagineerium. (2024, February 14). Exploring experiential design trends shaping 2024. Bristol Creative Industries. https://bristolcreativeindustries.com/exploring-experiential-design-trends-shaping-2024/#:~:text=Immersive%20Technologies,education%2C%20healthcare%2C%20and%20beyond.

Protsenko, V. (2024, April 18). A guide to developing augmented reality indoor navigation applications. MobiDev. https://mobidev.biz/blog/augmented-reality-indoor-navigation-app-development

Robinson, A., & Robinson, A. (2023, September 13). Augmented reality retail: stats, benefits & examples. Reydarhttps://www.reydar.com/augmented-reality-retail-stats-benefits-examples/

Tremosa, L. (2024, October 8). Beyond AR vs. VR: What is the Difference between AR vs. MR vs. VR vs. XR? The Interaction Design Foundation. https://www.interaction-design.org/literature/article/beyond-ar-vs-vr-what-is-the-difference-between-ar-vs-mr-vs-vr-vs-xr?srsltid=AfmBOooP2dZaZe9wRXyoYjCzhdSmWQ_iGZzJoXXw8aZWMnPmnQj-b168#what_is_extended_reality_(xr)?-2

Wright, G. (2023, February 6). augmented reality gaming (AR gaming). WhatIs.
https://www.techtarget.com/whatis/definition/augmented-reality-gaming-AR-gaming

IDEATION
I created all my ideas in a canva slide so that it's much more fun and easy to organise.
When coming up with my ideas, I wanted the apps to be able to solve an issue. So I had a problem statement for all my ideations.
For my first idea, I decided to come up with something that could help people who are beginners at makeup. I too struggled with how to use certain products at the start so I thought this would be helpful. Another reason I came up with this idea was because I like makeup too:)
For my second idea, I wanted to make learning more fun! So I chose an interesting topic to make an app on which is the food cycle in science. This could help students to engage more and have better learning experiences.
For the last idea, I sort of ran out of ideas. After some taught, I thought that I could try to make cooking for amateurs more interesting. So I had an idea of making an app that teaches people how to cook in AR.
Out of all the ideas, I personally preferred the first and second idea as it is clearer and much more fun. I figured that cooking while holding your phone would be quite tedious.

Feedback from Mr. Razif:
- Idea 1:
        - Can propose to make the highlights areas on how to use the product on your own face itself.
        - The 3D character can be yourself.
- Idea 2:
        - Can add animations to the animals in terminology, or make it talk.
        - Can make it more interactive like feeding something to the animal in the terminology or quiz                   page.
- Idea 3:
        - Will be very tedious to do.

Overall:
        - Dive deeper into first 2 ideas (what else can the app can offer?)
        - Mockup for first 2 ideas. (Only the AR pages.)

FINAL SUBMISSION

Canva Slides AR Apps Ideation


Presentation Video:


REFLECTION

Experience
Throughout the experiential design module, I found the journey both challenging and rewarding. This class was one of the most fun classes. I was so interested in how AR worked that every time I completed a tutorial class, I was so fascinated by the outcome of it. During the first week, Mr. Razif introduced us to augmented reality (AR) and showed examples from previous students that we had to create by the end of the semester, which set a high standard for the semester. Lastly, I really think that class activities help us to get to know each other better and work together to understand the lecture taught in class. I really hope to learn more in the upcoming weeks and that I can pick up the skill of how to use Unity easily.

Observation
I observed that AR and any sort of extended reality isn't all just about fun and games. It can be able to solve issues around the world. I also observed that extended reality can be applied to almost everywhere in our lives after doing some exploration. And that was how I came up with my 3 ideations which all have a purpose to solve a problem. Lastly, I also observed that there are many steps to creating an AR app let alone just the ideas of it. After this 3 simple ideations, we need to dive in depth into the idea we chose and that alone has many steps. Therefore I really observed that people who created and invented all these are so creative and imaginative.

Findings
From the practical tasks and feedback sessions, I learned that creating an engaging AR experience goes beyond just adding digital elements to a physical space. The journey and empathy maps were crucial tools that helped me realize how vital it is to understand user pain points and address them creatively. Additionally, experimenting with Unity’s functions, like scene transitions and animations, taught me how small interactive elements can make a big difference in the overall experience. These findings have helped me refine my approach, focusing more on user interaction and seamless integration of AR into real-world environments.

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