Experiential Design - Task 1

24 September 2024
Simon Ko Jing Liang
0364359
Bachelor of Design in Creative Media



INSTRUCTION


Fig 1
Module-PDF


Week 1: Introduction to Experiential Design

The first week, Mr. Razif started the first week of class with a rough outline and project of the course for this semester. After that Mr. Razif showed us some of the example that made by past students to make us more understanding about what is Augmented Reality (AR).

Then there had a short lecture session to introduce us the fundamentals of AR. During this period, there had a activity which is Mr. Razif wants us to experience the AR functions provided by Google. 
It surprised me that I can see the actual size of dinosaur. 


Fig 2
Dino in my room

Imagine a scenario in either of the two places. What would the A.R experiences be and what visualization can be useful? What do you want the user to feel? 

When I first came to the campus, I was a little lost even though the campus didn't look very big and there were some signs. Not to mention new students, parents or visitors, they will also get lost. Therefore, I think AR can be used in school campus. New students, parents or visitors can navigate the school using AR-guided tours. Upon scanning a marker or using GPS, the AR app could provide overlays of important locations on campus, information about facilities, or even introductions from virtual student guides. This could be especially helpful for onboarding new students. For the visualization, augmented signs and arrows could appear as 3D overlays on the student’s phone, leading them to different locations. AR could highlight buildings with descriptions of their purpose, or even provide "pop-ups" from teachers or student guides explaining the activities within each space. I want the users feel comfortable and orientation especially the new students, ensuring they feel more confident and familiar with their surroundings. It also provides an opportunity for the school to showcase its features interactively.


Fig 3
AR campus 

After the users scan a marker or using the AR campus app, it will appear something like the fig 3 had showed when the users scan around the campus. It will pop out the windows that where are the place beside and what is the distance then how much time may use when the users walk to the place. 

Week 2 

We deeply learnt about what is experiential design and recap the journey map that some students may learnt before. For this week, we had learnt that there not only UI, UX or UR when we designing a product or prototype. There also have PD(product design), XD(experiential design), CX(customer experiential), IXD(interaction design) and so on.

After the lecture, we had an class activity , which consisted of group forming and creating a map of the current journey. The place that our group selected is museum. Below is the current journey map that made by our group and the future journey map is made by myself.

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Fig 4
 Current Journey map-PDF


Fig 5
 Future journey map-PDF

Tutorial

After finished the class activity, Mr. Razif started briefing Unity and showed us how to use it. We need to download Unity and Vuforia Engine so that we can use Unity to do our work or testing smoothly.




Fig 6
First testing in Unity

After I watched the tutorial and followed step by step, I had done the setting and tried to test it. For the first time I used my own laptop without camera so I connected the external camera but it doesn't working as the fig 7 showed.


Fig 7
Progress in Unity

When I noticed my laptop cannot work with external webcam, I borrowed my friend's laptop to test. Luckily it's working. 

As the figure 8 showed, when I moved the image target, the cube still showed.


Week 3

After we had some understanding about Unity and Vuforia Engine then knew how to add the image target and cube that we had done on week 2, we gonna to add buttons that can jump to other scenes with using C# and make the cube can hover. Below is the video that I finished the work.


Fig 8
Work Done 


Week 4

For this week, we gonna to learn about how to place the object on the ground. Before that we need to set up something in Unity and download XCode so that we can using the tablet or phone to do it. 


Week 5






Reflection

Through this 4 weeks, I gained new knowledges about what is augmented reality(AR). This area is a place I rarely touch, so I discovered that this area has already developed to a certain extent after being exposed to it this semester. At the same time, I have also noticed through recent news and network research that there are almost continuous new development milestones in this field (augmented reality, mixed reality and virtual reality). At present, I only know about the virtual reality headsets previously released by Apple and the popular Pokémon Go. After researching on the Internet, I found that almost all technology companies are researching or developing this field.

Also, I basically learnt about how to use Unity and Vuforia Engine to create a simple augmented reality. It is interesting when I successfully created followed by the step guide even though it is complicated. Moreover, it is difficult for install XCode because of the large storage and I'm using Windows so I need to follow the guide to install macOS in my laptop and set up all the things so that I can make the laptop connecting my phone to use Unity on my phone. 



AR TREND

There are some popular augmented reality(AR) applications today span multiple industries, from gaming and social media to retail and navigation. Today’s AR applications enhance user engagement, offer immersive experiences, and simplify complex tasks. However, as AR continues to grow, certain limitations remain, affecting user adoption and performance.

1. Social Media AR Experiences

  • Trend: AR filters and effects are widely used on platforms like Snapchat, Instagram, and TikTok, allowing users to create custom AR filters, games, and real-time effects that go viral.
  • Key Features: User-generated AR content using tools like Lens Studio and Spark AR fosters widespread adoption, with AR becoming an integral part of daily social media interactions.
  • Limitations:
    • Device Dependency: The quality of AR experiences heavily depends on the smartphone’s camera and processing power, which can result in varied user experiences.
    • Battery Drain: Intensive AR usage drains batteries quickly, limiting the amount of time users can interact with AR features.
  • User Engagement: Extremely high, especially among younger audiences who use AR filters for personal expression and social interaction.

2. Virtual Try-Ons in Retail

  • Trend: Retail AR applications like L'Oréal's ModiFace, Wanna Kicks, and Sephora Virtual Artist are transforming online shopping by offering marker-less AR virtual try-ons for clothes, shoes, and makeup.
  • Key Features: Accurate body and face tracking enable realistic product visualizations, helping users make informed purchase decisions without visiting physical stores.
  • Limitations:
    • Lighting and Environmental Conditions: The effectiveness of virtual try-ons can be hindered by poor lighting or reflective surfaces, affecting accuracy.
    • Device Compatibility: Older smartphones may not support advanced AR features, reducing accessibility for a broader audience.
  • User Engagement: Increasing steadily, as consumers seek more personalized and convenient shopping experiences, especially during online purchases.


3. Location-Based AR

  • Trend: Location-based AR, popularized by games like Pokémon GO and Ingress, merges real-world exploration with AR elements, enhancing engagement through physical movement.
  • Key Features: Apps like Google Maps AR overlay real-time directions and markers onto the user’s surroundings, while Niantic’s Lightship platform enables developers to create new location-based AR experiences.
  • Limitations:
    • GPS Accuracy: In urban areas with poor GPS signal or “urban canyons” (tall buildings blocking signals), location-based AR can become inaccurate, affecting gameplay or navigation.
    • Network Dependency: These applications require a strong internet connection, limiting usability in regions with poor network coverage.
  • User Engagement: High, especially among users who enjoy blending exploration and entertainment, with competitive and social aspects further boosting engagement.


4. AR in Navigation and Mapping

  • Trend: Navigation apps like Google Maps AR and Apple Maps AR provide AR-enhanced walking directions, making navigation more intuitive by projecting real-time arrows and markers onto the real world.
  • Key Features: Object and location recognition improves directional accuracy, particularly in crowded urban environments.
  • Limitations:
    • Battery Consumption: Using AR for navigation quickly drains the phone’s battery due to constant GPS use, camera activation, and rendering.
    • Environmental Factors: AR navigation can struggle in low-light environments, extreme weather, or areas with unclear landmarks, reducing its effectiveness.
  • User Engagement: Growing rapidly, as users appreciate the enhanced navigation features, especially in unfamiliar cities or tourist areas.


5. AR in Entertainment and Gaming

  • Trend: AR gaming continues to thrive, with games like Pikmin Bloom and Pokémon GO merging AR with physical exploration. Mixed-reality experiences are gaining momentum, where players interact with both virtual and physical objects.
  • Key Features: Multiplayer capabilities, combined with real-time spatial mapping, allow players to engage in collaborative or competitive AR environments.
  • Limitations:
    • Environmental Dependencies: AR games rely on well-lit environments and clear surfaces for optimal performance. Poor lighting or cluttered spaces can disrupt gameplay.
    • Data and Internet Reliance: Games that require constant GPS and internet connectivity may be unplayable in certain regions or lead to excessive data usage.
  • User Engagement: Strong, especially with games that promote social interaction and physical activity. Multiplayer features and location-based gameplay make these experiences particularly engaging.


6. AR in Professional and Industrial Settings

  • Trend: AR is revolutionizing industries like engineering, healthcare, and manufacturing. Platforms like Microsoft Dynamics 365 Remote Assist and Spatial enable remote collaboration through marker-based AR and wearable devices like HoloLens, improving real-time problem-solving and training.
  • Key Features: Hands-free AR using wearable devices enhances efficiency by overlaying digital information onto the real-world environment, allowing professionals to interact with 3D models or receive live instructions.
  • Limitations:
    • Cost and Accessibility: AR headsets like HoloLens or Nreal Light are still expensive and not widely accessible, limiting their use to niche markets and specialized industries.
    • Training and Integration: Companies must invest in training staff to use AR devices effectively, and integrating AR systems into existing workflows can be complex.
  • User Engagement: High in specialized sectors, with increasing adoption as AR proves its ability to improve productivity and reduce operational downtime.


7. AR in Art and Exhibits

  • Trend: AR is enhancing art and museum exhibits, allowing for interactive AR overlays that bring static art pieces to life. Apps like Artivive enable visitors to experience digital storytelling within traditional physical spaces.
  • Key Features: Marker-based AR adds layers of interactivity to exhibits, offering additional insights, animations, or 3D reconstructions to engage audiences in novel ways.
  • Limitations:
    • Marker Dependency: Exhibits often require specific markers or objects to trigger AR experiences, limiting the user’s ability to freely explore and interact without external prompts.
    • Hardware Accessibility: Some users may lack compatible smartphones or may not be familiar with using AR, reducing engagement in non-tech-savvy audiences.
  • User Engagement: Increasing in cultural and artistic spaces, especially among younger audiences and tourists looking for interactive and educational experiences.


8. AR in Health and Fitness

  • Trend: AR fitness apps, such as Supernatural and AR Yoga, are emerging to offer immersive workout experiences, providing real-time corrections and guidance during fitness routines.
  • Key Features: Body tracking and posture analysis in real-time enable users to improve their form and engage in guided workouts, making fitness more interactive and personalized.
  • Limitations:
    • Tracking Precision: AR’s ability to track body movements accurately depends on the quality of the smartphone’s camera and sensors, leading to variability in the experience.
    • Environment Requirements: AR fitness apps require sufficient space and lighting for accurate tracking, limiting use in small or dimly lit areas.
  • User Engagement: High, particularly among fitness enthusiasts who enjoy the immersive, game-like aspects of AR workouts.


9. Wearable AR Devices

  • Trend: Wearable AR devices like Nreal Light and HoloLens 2 are becoming more prominent, enabling hands-free AR experiences. These devices allow users to project digital information into their field of vision without holding a smartphone.
  • Key Features: Wearable AR offers hands-free interaction with digital content, making it ideal for industries like architecture, healthcare, and design, where professionals can manipulate virtual objects while focusing on their tasks.
  • Limitations:
    • High Cost: The hardware for wearable AR devices is expensive, limiting widespread adoption, especially among casual users or smaller businesses.
    • Limited App Ecosystem: The number of applications developed for wearable AR is still growing, which limits the device's functionality outside of specific professional settings.
  • User Engagement: Increasing in niche markets, but limited due to the high price point and early-stage development of wearable AR ecosystems.

Key Features and Developments in AR Today:

  • Real-Time 3D Object Recognition: AR apps are increasingly capable of recognizing objects, faces, and even hand gestures in real-time, improving interactivity.
  • Enhanced Marker-less AR: ARCore and ARKit continue to push marker-less AR, allowing for more seamless experiences where no physical markers are required.
  • Collaborative AR Experiences: Many AR apps now enable multiple users to interact within the same AR environment, enhancing social engagement (e.g., multiplayer AR games, co-design in retail).
  • Wearable AR: Though still emerging, wearable devices like smart glasses (e.g., Nreal or HoloLens) are becoming more popular, enabling hands-free AR interaction in various professional settings.
  • Virtual Try-Ons: Retail AR is becoming more sophisticated, offering hyper-realistic try-ons for fashion and beauty products.

Limitations of AR Applications:

  • Battery Consumption: AR apps can drain battery life quickly due to their intensive use of GPS, cameras, and rendering processes.
  • Device Compatibility: Many advanced AR features require high-end smartphones or specialized devices like AR glasses.
  • Environmental Dependencies: Lighting, textures, and surrounding objects can impact the quality and accuracy of AR experiences, especially in marker-less and location-based applications.

The field of AR is evolving rapidly, with significant advancements in marker-less AR, location-based experiences, and wearable technology. Social media, retail, gaming and professional applications are seeing increased engagement thanks to real-time spatial mapping, personalized experiences and collaborative AR environments. However, challenges such as battery consumption, device compatibility, and environment dependency remain, which may limit the widespread adoption and performance of AR applications. As AR technology continues to evolve, overcoming these limitations will be key to its future success.


Proposal Ideas


Fig 9
Proposal Ideas


Presentation Video

Fig 10
Presentation Video