Task 1: Trending Experience

24/09/2024 - 14/10/2024 / Week 1  - Week 4
Reema Arif Hamza / 0362792
Experiential Design/ Bachelor of Design (Hons) in Creative Media / Taylor's University
Task 1: Trending Experience

Content

Week 1: Module breakdown and Introduction to Experiential Design.
Week 2: Lecture on User Journey Map.
Week 3: Lecture/Tutorial on Unity user controls and UI (Buttons)
Week 4: Was absent due to being sick. 


Instructions


Task 1: Trending Experience

Students are given series of exercises that explore the current, popular trend in the market to give them better understanding of the technologies and the knowledge in creating content for those technologies. Students will conduct research and experiment to find out features and limitation which will later allows them to make decision on which technologies they should proceed with in their final project.


Week 1: AR Mockup

Imagine the scenario in either of the two places. What would the AR experience be and what extended visualization can be useful? What do you want the user to feel?

The three places included are the: shopping mall, kitchen and gym.

Chosen Scenario: Gym

When I brainstormed, I realized AR has a lot of potential uses in a gym setting. It could gamify your fitness experience by creating targets for you to hit. Another use is tracking your health stats (heart rate, calories, distance ran). You could also use it to scan gym equipment to learn how to use that machine.

Personally, I would love an AR that tells me how to use specific gym machines and equipment. My idea is that users see a pop up with information about the equipment and they can click to see a 3D example/ instructional video. When designing, I made sure to keep in mind that the interface shouldn't be overcrowded and simple enough so that everything is visible to the user. 

When users point their camera to the gym machines, they get pop up displays for each machine. They can then click the information button to learn more about the machine. Users can also click a 3D demo button to show an example of how to use the machine. People who don't go to the gym often feel nervous with all the unfamiliar machine, scared to use them the wrong way.  I want the users to feel well informed and confident to use any machine at the gym. 

Below is my final AR Mockup.


Fig. 1.1 Pop Up Windows, Week 1 (24/09/2024)

Fig. 1.2 Information Window, Week 1 (24/09/2024)

Fig. 1.3 3D Demo, Week 1 (24/09/2024)


Week 2: Journey Map

In class, we had a group activity to create a user journey map for a place of our choice. We had to identify gain points, pain points, and solutions utilizing AR. Our group chose to do a journey map for H&M in Midvalley. The final Journey Map is below. 

Fig. 2.1 H&M Journey Map, Week 2 (01/10/2024)


Week 2: Unity Marker Based AR Experience

Following the tutorial video given to us, we were tasked to install and upload the Vuforia package to Unity. Then add an image target to the database. I chose to use a picture of a postcard I had. Mr Razif recommended that images should have a rating above 3 stars so that the AR camera can easily recognize them.

Fig. 2.2 Image Target, Week 2 (07/10/2024)

After that, we had to add a 3D Object on an Image Target. At first, the 3D object was having trouble staying on the image target when I tested it on camera. Later I realized that I needed to make the 3D Object a child of the image target for it to work. 

Fig. 2.3 3D Object on Image Target, Week 2 (07/10/2024)

Then our next task was to a Video on an Image target. Following instructions I imported the video to assets, made a plane, and inserted the video on the plane. Below is the final result.

Fig. 2.4 Video on Image Target, Week 2 (07/10/2024)


Week 3: User Controls and UI (Buttons)

Following the tutorial video, we continued the previous exercise in which we created a marker-based AR experience. Our task was to create 3 pages: Menu, AR Scene, and Credits. We also needed to create buttons to let users navigate between pages. 

To create a screen you go to Game Object > UI > Panel. Then you can adjust the properties like color and opacity from the panel. To create a button you go to Game Object > UI > Button.  At first, it was hard to get used to the interface of Unity but you get the hang of it after some practice. Following the instructions, I created 3 pages: Menu, AR Scene, and Credits. 


Fig. 3.1 Menu Page, Week 3 (14/10/2024)

Fig. 3.2 Menu Page, Week 3 (14/10/2024)

Fig. 3.3 Credit Page, Week 3 (14/10/2024)

We then needed to make the buttons functional by using C Sharp Script. To create a script you go to Assets > Create > c#script. It's important to name the file first before clicking enter, otherwise, it could produce an error. I named the file "ChangeScenes" and then followed the instructions for the rest of the code, which you can see below. 

Fig. 3.4 Code to switch scenes, Week 3 (14/10/2024)

Fig. 3.5 Adding the function to button, Week 3 (14/10/2024)

Fig. 3.6 Demo showing the buttons working, Week 3 (14/10/2024)

Following the instructions for part 2, I added the cube animation. I then added a play and stop button to switch between the two animations. 

Fig. 3.7 Cube Animation, Week 3 (14/10/2024)


Week 4: AR Experience (Markerless)

Following the tutorial video, we were tasked to create a Markerless AR Experience. To add a ground plane finder you go to vuforia engine > ground plane > plane finder. To create the ground plane stage yo go to vuforia engine > ground plane > ground plane stage. You then drop the ground plane stage to the anchor stage in the plane finder. We added a 3D cube to the plane.

Fig. 4.1 3D Cube, Week 4 (20/10/2024)

Fig. 4.2 Unable to connect to my device, Week 4 (20/10/2024)

I edited the build settings according to the video but was unable to connect to my device. When testing using the ground plane emulator given on vuforia the laptop camera was able to recognize and show the cube. 

Fig. 4.3 Demo using Ground Plane Emulator, Week 4 (20/10/2024)


AR Project Proposal

Experiential Design Proposal by REEMA ARIF HAMZAdiv>


Video Presentation

Fig 5.1 AR Project Proposal Video



Feedback

Week 1-4: No feedback given.

Week 5: The gardening AR has potential you could go further into the AR features. For example it could show a health bar and give indications when to water the plants. Plants are a bit difficult because you would need to use AI to learn what the plant looks like so the camera can recognize it. For this module though a proof of concept is sufficient. The Art AR is also good, the  LRT Map AR has been attempted by other students previously but none of them were quite good. 


Reflection

Experience
The weekly exercises really helped me understand more about Augmented Reality and how to use Unity. Before this I had only used AR apps maybe a couple of times, it's usually an extra thing to like a museum or art experience. Now exploring it further I realize AR has lots of potential uses which are pretty interesting. The first exercise with Gym AR is one I would love to actually use in the gym, because I am one of those people who gets nervous around unfamiliar machines. Unity was a bit hard to grasp at first but I think I'm starting to get the hang of it now.

For my AR Project Proposal I brainstormed a lot of different ideas, I chose ones I would have fun designing and would be interesting for me. The gardening AR was inspired by my recent wish to get a new indoor plant. The Art AR was inspired by my love of Sargent's oil paintings, I just think they're so amazing to look at. Interestingly enough his art style wasn't that special at the time, it was really similar to what they taught at art schools. The last LRT Map AR was inspired by my daily commute and finding hard to see the board and see which stop I'm at.

Observation
I noticed that you have to be really aware not to overcrowd the screen when designing for AR. Just keep it simple and intuitive for users to see and navigate. While I was designing the mockups for the proposal, I really played around with different layouts to see what would work best. 

Finding
I found that Unity is a bit of an overwhelming interface to use. I've used softwares like 3dsmax before which felt more smoother to me, but I think it's because there's so many functions involved in Unity. We're also learning JavaScript in Application Design 2, which I think will be used when coding for Unity as well. It's a bit tough to be learning both at the same time, so I hope I can pick it up fast.

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