Involves designing products, services, processes,
events, and environments.
Prioritizes quality of user experience and
culturally relevant solutions.
Involves a cross-discipline approach, not tied to a
single design discipline.
Considers multiple aspects such as product,
packaging, retail environment, and employee
presentation.
Aims to improve the overall experience of
interacting with a product or service.
UX vs XD
Empathy Map
A tool used to articulate what we know about a
particular type of user
Externalizes user knowledge in order to create a
shared understanding, and aid in decision
making
Activity: Journey Map
We form a group of 7 and create our own journey map of
a random place. We chose theme park as our topic, then
we download a template on Miro to work the journey map
out.
Feedback: Not clear enough, could list out the gain
point and pain point or else viewers have to read
everything again to figure that out.
Tutorial: Marker-based AR Experience
We are creating our first AR experience by using Unity.
Mr.Razif has given a detailed guiding video for us in
case we couldn't follow in class. In this tutorial, our
goal is to install Vuforia package, setting up Vuforia
license key and image target database.
We set up our Vuforia license and connect the key to
Unity.
Previously, we did a marker-base AR experience why we
need an ImageTarget to trigger the AR visuals. In our
case, we spawn a 3D cube when the image target is
detected. We then change it to a video and we added
controls to the video. In this tutorial, we'll
look at a marker-less AR experience where we only need
to detect the ground/floor/any flat surface, and we
will be able to spawn our 3D object.
Switching Platform Setting
I couldn't successfully switch the platform to my phone because of numerous versions and connecting issues, therefore I am using the ground simulator to showcase this tutorial.
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? (Kitchen / Shopping Mall / Gym)
#Shopping Mall
Problem Statement:
Large shopping malls can be confusing, and finding
specific stores, restrooms, or exits can be
challenging. Also, shoppers may have trouble
locating a specific item or comparing similar items
across stores. Meanwhile, navigating and managing parking in large shopping mall
car parks is often a time-consuming and stressful
experience for visitors. Users frequently struggle to
find available parking spots, especially during peak
shopping hours, and they may have difficulty locating
their vehicle when leaving.
AR can provide a real-time mall navigation system.
Users could point their smartphone at the mall's
floor, and directional arrows or floating virtual
signs would guide them step-by-step to their desired
location.
Fig 1.1. Shopping Mall AR Map
AR could display real-time promotions and deals as
users walk past stores. Virtual sale signs could
appear in the AR view, offering users a quick way to
find discounts or offers at their favorite
stores.
Fig 1.2. AR displaying real-time
promotions
Besides, users could use the AR app to locate their
parked car when returning from shopping. By pointing
their phone in the car park, a virtual path would
guide them directly to their vehicle. The app could
also display a floating marker or icon above their car
to make it easier to spot in a crowded lot.
Fig 1.3. Find you car using AR
In a nutshell, real-time updates on promotions,
deals, and store information provide a sense of
informed excitement, turning the shopping experience
into a more engaging and enjoyable journey.
Additionally, safety features and clear guidance
through the car park, especially in crowded areas,
help users feel secure and at ease.
Many gym-goers struggle with performing
exercises correctly, leading to potential injuries
or ineffective workouts. For beginners, using gym machines or equipment can be
intimidating and confusing without proper
instructions.
AR could provide live feedback on exercise
form by using the camera to track the user’s
movements. It could overlay
visual guides showing correct posture,
alignment, and motion, for example a virtual figure
demonstrating the proper squat form. When the user
deviates, the app could highlight the error with
virtual markers like a red dot and provide immediate
instructions to adjust.
Fig 2.1. AR highlighting error with virtual
marker
In the other hand, beginners could scan the gym
equipment with their phone to receive a virtual guide
on how to use it correctly. Overlaid visuals could
highlight where to adjust the machine, the correct
positioning for the user, and recommended settings
based on their fitness goals.
Fig 2.2. Lat pull-down tutorial using
AR
The desired user feeling focuses on confidence and
safety, as the AR system provides real-time feedback
and guidance during exercises. This ensures that users
can perform movements with proper form, reducing the
risk of injury and allowing them to exercise with
confidence. By having immediate visual cues and
corrections, users feel more secure in their actions,
knowing they are supported in maintaining good posture
and technique throughout their workout. This
reassurance fosters a safer and more effective fitness
experience.
This task is given for us to explore the
current and popular trend in the market to
have a better understanding of the
technologies and the knowledge in creating
content with it. We will conduct research
and experiment to decide which technologies
we should proceed studying in our final
project.
A. Research
As this topic is quite strange to me, I started with
reading article about Augmented Reality (AR).
Apps like Snapchat and Instagram use AR filters
for entertainment.
Attracts users of all ages and is widely used in
entertainment and eCommerce.
Businesses using mobile AR in apps or websites
benefit from improved customer engagement and
conversions.
2. AR in Automotive Industry
Improves driving safety through object detection
and scene analysis,
Nissan's AR system, I2V, alerts drivers to
hazards and helps maintain focus on the
road.
Reduce accidents and enhance driving
comfort.
BMW developed an AR app allowing customers to
virtually experience new cars at home.
3. AR in Education
Provides an interactive solution that fosters
imagination in children.
Makes learning more engaging and motivates
students.
Helps students manipulate and view virtual 3D
objects, enhancing their understanding of
anatomy.
Teachers can use AR to reduce distractions and
improve focus.
AR's accessibility may make it a cost-effective
alternative to physical supplies in schools.
4. AR in Healthcare
Enhances health services and quality of life,
especially during the pandemic by enabling
telesurgery and remote patient support.
Used for patient and doctor education, and
surgical simulations.
5. AR in Remote Assistance
MobiDev’s AR demo allows IT specialists to assist
customers by overlaying instructions on their
screens through smartphone cameras, enhancing
remote customer support.
6. AR in Indoor Navigation
AR improves navigation in complex indoor spaces
like malls and airports, addressing
location-related challenges.
Provide accurate visitor locations and virtual
paths for navigation.
7. AR in Retail and Shopping
Enhances customer experiences and reduces product
returns.
After having a brief understanding of the trending AR
experience nowadays, I came up with some ideas to
study on.
Idea #1: Architectural Visualization in AR
Problem Statement: Traditional architectural designs often fail to
provide clients and designers with a clear
understanding of spatial layouts and the real-world
scale of buildings and interiors. This lack of clarity
can result in miscommunication, costly design changes,
and dissatisfaction with the final product. Existing
2D plans and 3D models do not fully convey how designs
will fit into actual environments, limiting clients'
ability to visualize the final result. There is a need
for technology that bridges this gap by providing a
realistic, interactive preview of architectural
designs in real-world spaces.
Architectural visualization in AR involves creating
3D models of buildings or interior spaces that users
can view in real-world environments through mobile
devices or AR glasses. It allows users to explore
designs, get a sense of scale, and interact with
virtual structures in real-time.
After consulting with my friend Ryan, who is studying
Quantity Surveying (QS), I became acquainted with
existing architectural AR software, specifically
Building Information Modeling (BIM).
BIM is a digital tool that helps architects,
engineers, and builders create and manage detailed 3D
models of buildings and infrastructure. It includes
information about the design, materials, and
construction process, making it easier for teams to
collaborate, visualize projects, and identify
potential problems before construction begins.
Essentially, BIM acts like a blueprint that everyone
can see and work from, improving efficiency and
reducing errors.
Problem Statement: Traditional storybooks, while valuable, may not fully
engage modern, tech-savvy children who are
increasingly drawn to interactive and digital media.
As a result, reading engagement has declined, and many
young readers struggle to connect with static, printed
content. Parents and educators are looking for ways to
make reading more interactive and immersive, helping
children develop stronger literacy skills while
maintaining their interest. Current reading materials
lack the multi-sensory stimulation needed to captivate
children in a digital world.
AR storybook / comics bring a digital storybook to
life. When the user points their phone at a page or
image, an animated 2D scene appears, showing
additional content or interactive elements related
to the story. Or, the 2D characters could come to life with subtle
animations, speech bubbles, or even branching
storylines based on user interaction.
Fig 1.2. AR Storybook Example
Idea #3: Experience of Exploring Devices in
AR
Problem Statement: The online shopping experience for electronic devices
often lacks the tactile, in-store experience that
allows customers to fully understand the size,
appearance, and functionality of a product before
purchasing. This can lead to uncertainty, buyer's
remorse, and increased return rates. Customers have
difficulty visualizing how devices will look in their
personal space, and product descriptions and static
images often fail to convey important details. A more
interactive and immersive shopping solution is needed
to bridge the gap between online and in-store
experiences, giving customers confidence in their
purchasing decisions.
In real-world cases, Apple has implemented AR
technology in the Apple Store app, primarily for
showcasing products in 3D, allowing customers to view
items like iPhones, iPads, and MacBooks from different
angles, and in some cases, visualizing how the
products would look in a user's
environment.
Fig 1.3. Apple AR Technology
I am thinking to extend the AR features to allow
users customise the product in real-time. For example,
changing the colours to see how different finishes
look in their environment. Also, users can visualise
the accessories like cases, keyboard covers in AR.
Idea #4: AR to show Concave and Convex Lenses
Principles
Problem Statement: Teaching complex scientific concepts like concave and
convex lenses can be challenging with traditional
methods, as students often struggle to grasp abstract
theories presented through static diagrams and text.
The absence of interactive and visual tools limits
their understanding of light behavior when passing
through different lenses, hindering the application of
these principles in real-world contexts.
There is a clear need for an interactive, visual
learning tool that enables students to manipulate
lenses and observe their effects on light in real
time. This approach aligns with the educational trend
of AR, which simplifies complex scientific principles
through engaging, interactive experiences. By using
AR, students can better visualize experiments on how
light interacts with various lenses, enhancing their
learning engagement.
After conducting further research, I decided to
abandon idea #1 due to my limited knowledge of
architecture. Since I want to create a useful AR app,
I recognize the need to acquire a foundational to
advanced understanding of the particular field. I
have since shifted my focus to researching relevant
details for my other ideas.
Idea #1: AR Storybook
Combines traditional storytelling with immersive
AR visuals that bring characters and scenes to
life as the user reads.
As users point their device at the book, 3D
animations, voiceovers, and sound effects appear,
enhancing the narrative experience.
Allows users to explore different viewpoints
within the story, such as seeing scenes from a
character’s eyes or zooming into different parts
of the environment.
Fig 2.1. Idea #1 - Visual Reference
Pros:
1. Combines text, visuals, and audio for better
understanding and retention
2. Makes reading feel like a game, motivating kids to
read more
3. Enhance user interaction
4. Portable and convenient
5. Sparks creativity
Cons:
1. Limited accessibility, as it requires a device and
sometimes internet
2. Potential device compatibility problems
Idea #2: Explore Devices in AR
Users can explore electronic gadgets, like
smartphones and laptops in AR before
purchasing.
Allows customization options such as color, and
accessories to visualize the product in a user’s
environment.
Users can interact with the device in AR,
simulating how the device functions (exp: turning
it on, swiping through screens, testing
features).
Users can compare different models side-by-side
to understand physical dimensions, design, and key
features.
Aids in decision-making by providing a realistic
3D preview of the product in the user's
space.
Fig 2.2. Idea #2 - Visual Reference
Pros:
1. Realistic product experience
2. Allow customisation
3. Hands-on interaction
4. Space visualisation
Cons:
1. Can't fully replicate the tactile feel of
holding and using the actual device
Idea #3: Interactive Learning of Light and
Lenses
Explains the principles of concave and convex
lenses through interactive AR experiences.
Users can see light rays passing through
different lenses and observe how they are bent,
refracted, and focused.
Users can adjust the distance of lenses and light
sources to see real-time changes in image
formation.
Offers quizzes or interactive challenges to test
understanding of optical principles in a fun and
engaging way.
Fig 2.3. Idea #3 - Visual Reference
Pros:
1. Visualise complex concepts, making students to
have a better understanding
2. Useful for both classroom and at-home
learning with minimal equipment
3. Engaging learning with interactive quizzes
Cons:
1. Interactive elements could shift focus away
from core learning concepts
The tutorials for using Unity
were particularly satisfying for
me, as AR was a completely new
topic. I appreciated how the
tutorials guided me step by step,
helping me grasp the concepts and
tools I needed. I successfully
solved all the problems I
encountered along the way, which
boosted my confidence and
understanding.
Observations
While exploring these AR
applications, I noticed a few key
things. First, interactive features,
like 3D animations and real-time
simulations, keep users interested
and help them understand better.
Customization options, like choosing
colors or adjusting lenses, create a
personal connection to the material.
Additionally, the ability to compare
items side-by-side encourages
critical thinking. However, I also
saw some challenges, like the need
for reliable technology and the risk
of technical glitches that can
interrupt learning.
Findings
My exploration of AR has led to
some important findings. First, AR
makes it easier to connect theory
with real-life examples,
especially in subjects like
optics. Second, engaging with
interactive content helps users
learn actively instead of just
watching or reading. Third, the
ability to customize AR
experiences can cater to different
learning styles. However, we must
address technology barriers to
ensure everyone can access these
resources.
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