Experiential Design: Task 01 - Trending Experience

EXPERIENTIAL DESIGN MMD 60204

WEEK 01 - Week 04 (22.04.2025 - 13.05.2025)

NAME: Chin Tze Wei

I.D: 0357423

COURSE: Experiential Design / Bachelor of Design (Honors) in Creative Media

GROUP: Class 01 Sec 01

Experiential Design - Task 01: Trending Experience


- LIST -

TABLE OF CONTENT

        3.2  3 Idea for AR App - Me
        3.3  Idea Proposal - Group (Final)
4.  Feedback
5.  Reflection


1.  LECTURES / CLASS ACTIVITY

WEEK 01 - 22/04/2025

During the first week, Mr. Razif provided us with an overview of the instructions and expectations for each assignment. He introduced us to the idea of experiential design, highlighting its significance and how it can be applied. He also urged us to utilize ChatGPT for brainstorming proposal ideas, with a particular emphasis on Augmented Reality (AR). To enhance our comprehension, we were presented with examples of previous students' work, which served as both a reference point and a source of inspiration for our own projects.

WEEK 02 - 29/04/2025

In this week, Mr Razif gave us lecture (Click HERE to access Lecture slide) related to user experience. We learned about the different terms, such as UX (User Experience), XD (Experience Design) and etc. We additionally investigated connected areas like UI (User Interface), CX (Customer Experience), IxD (Interaction Design), UXE (User Experience Ecosystem), and IA (Information Architecture), all of which are essential in influencing user interactions with both digital and physical services.

Also, Mr Razif introduced us to UX mapping tools, Empathy Map, Customer Journey Map and Experience Map. 

Class Activity - User Journey Map

Mr Razif also assigned us a group activity to create a theme park journey map. 
Our group decided to focus on Genting Highlands Casino as our selected theme park due to its extensive array of attractions and varied user interaction points.
The journey map was collaborated on Miro Board, which we need to identified:
  1. Gain points
  2. Pain points
  3. Solutions
Figure 1.1  Genting Highlands Journey Map

📌 Click HERE to access to MIRO board (Week 02)

WEEK 03 - 06/05/2025

During this week, we starts to explore Unity (A tool that use to develop AR applications), specifically focusing on creating a Marker-Based AR experience. During tutorial session, we were introduced to the two main types AR experiences: 1. Marker-Based and 2. Markerless AR.

1.  Marker-Based AR
Marker-Based AR employs specific visual indicators—typically images or objects referred to as markers—that the AR system identifies via the camera. Upon detecting the marker, the system projects digital content (like 3D models, animations, or information) onto it. This form of AR is recognized for its accuracy in placing digital elements and is frequently utilized in books, posters, product packaging, and educational resources.

2.  Markerless AR
Unlike Marker-based AR, Markerless AR does not depend on particular visual markers. It utilizes device sensors such as GPS, accelerometer, gyroscope, and camera information to position digital content in the real world. Markerless AR offers greater flexibility and interactivity, enabling experiences like placing virtual furniture in a space (as demonstrated in apps like IKEA Place) or superimposing digital navigation instructions on streets through AR navigation.

Class Activity  - Explore Unity (Marker-Based AR Experience)

Before we start to explore with Marker-Based AR Experience in Unity, we need to download and install Unity. Once Unity is set up, the next step is to create an account with Vuforia as a developer. Vuforia is an AR SDK (Software Development Kit) that works with Unity, enabling the recognition and tracking of real-world images.

Figure 1.2  Create account in Vuforia

Figure 1.3  Set up license in Vuforia

Once we finnish registered, we download the Vuforia Engine package and integrate it into our Unity project. In the Vuforia Developer Portal, we create a new database and upload our selected images to serve as image targets. These targets function as visual markers that the AR system will detect using the device camera.

It's crucial to maintain an image rating of at least 3 stars or higher. Vuforia evaluates this rating based on the image’s visual characteristics, such as contrast, complexity, and clarity. Images receiving a rating below 3 stars are typically harder for the AR system to recognize accurately, which can lead to a subpar user experience.

Figure 1.4  Creating Target Manager using image

After that I downloaded the Database from Vuforia then drag them to Unity. Setting up the cube under the layer of the Image Target to guarantees that the cube is visible only when the image target is detected by the device’s camera. If the cube is not correctly positioned beneath the Image Target, it will not be associated with the marker and will not appear during the scanning process.

After I set everything up, I activated the camera in Unity's play mode to evaluate the AR experience. The moment I aimed the camera at the printed image target, the system promptly recognized it, and the cube appeared instantly on top of the image in real time. This demonstrated that the cube was aptly linked as a child to the image target and that the marker detection was operating correctly. Witnessing the cube materialize exactly when the marker was recognized provided me with a clear understanding of how Marker-Based AR functions. It was gratifying to see all the configurations—including the image database, license key, and Vuforia settings—integrate seamlessly to create a functional AR effect.

I'm very sorry that the final outcome video and photos at that time were not recorded. Howerver, I do made this exercise success. 

WEEK 04 - 13/05/2025

This week, we try to explore User Control and UI in Unity, focus on UI Canvas and Button component. We discovered how to set up and modify a Canvas in Unity, which serves as a holder for all UI components. 

Class Activity - User Control and UI

Inside this canvas, we included buttons that function as user inputs to initiate certain actions. By linking scripts to these buttons, we facilitated basic interactivity, allowing AR cubes to materialize or vanish with a simple click.

Figure 1.5  Create buttons

Figure 1.6  Rename buttons

Next, we added two buttons to the canvas by right-clicking on the canvas in the Hierarchy panel and selecting UI → Button (TextMeshPro). We renamed the first button to "Btn_Hide" and changed its label to "HIDE," and did the same for the second button, naming it "Btn_Show" with the label "Show." This was achieved by expanding each button object and editing the child Text (TMP) component in the Inspector panel. After positioning and arranging the buttons in the scene, we wrote simple C# scripts to connect these buttons to our AR cube. By using Unity’s EventSystem, we linked each button’s OnClick() function to a method that either hides or shows the cube. This setup allowed us to test and verify that clicking "HIDE" caused the cube to disappear, while "SHOW" made it reappear—highlighting how user interfaces can effectively control 3D AR objects.

I'm very sorry that the final outcome video and photos at that time were not recorded. Howerver, I do made this exercise success. 

Class Activity - Animation of 3D Cube and Controlling Movement

For the next part of the class activity, we have tried to animate 3D objects in Unity using the Animation Timeline. We aimed to bring vibrancy and motion to the AR Cube by developing straightforward animations like rotation, scaling, or movement, while enabling users to manage the animation playback via UI buttons.

We began by choosing the Cube and accessing the Animation window, where we created a new animation clip. By placing keyframes on the timeline, we developed a seamless looping animation that allowed the Cube to rotate gradually over time. This provided us with practical insight into the mechanics of keyframe-based animations in Unity, illustrating how movement can be specified frame-by-frame through adjustments in position, rotation, or scale.

To enhance the interaction, we added buttons to indicate the animation's status—either playing or stopped. This was achieved by directly enabling or disabling the Animator component through the button’s OnClick() event. 
Specifically, we utilized Unity’s Animator.enabled property:
  • When the "PLAY" button is pressed, the Animator component is enabled, allowing the cube's animation to play.
  • When the "STOP" button is pressed, the Animator component is disabled, halting the animation playback.

Final Outcome of Class Activity:

Video 02  Final Outcome of "Stop" and "Play" animation




2.  INSTRUCTIONS

Module Information Booklet

Module Information Booklet

Task 01: Trending Experience (Week 01 - Week 04)

  • Explore current design/tech trends.
  • Identify platform features and limitations.
  • Submit weekly exercises and reflective blog post.



3.  TASK 01: TRENDING EXPERIENCE

WEEK 01 - 22/04/2025 (Research and Exploration)

This week before we start to focus on our task, we need to do some research on the trending AR experiences and discuss what I have found inspiring, surprising, or valuable. Other than that, Mr Razif said we can form a group of 2 to conduct our project.

After that,  I proposed to Zhi Qing that we form a group together. We then began brainstorming and discussing six different proposal ideas. We unanimously agreed to write our idea in the Miro board and intended to meet with Mr. Razif  to receive his feedback and make further improvements.

    3.1  Research and Exploration (Google Document)

Research and Exploration (PDF)

📌 Click HERE to access to our Google Document (Research Proposal)

WEEK 02 - 29/04/2025 (Research and Exploration)

Since we haven't come up with all six ideas yet, so we will continue to do our own research and improve the ideas we have now.

The document (PDF) attach below are my 3 ideas for AR App.

    3.2  3 Idea for AR App

Idea Proposal - Me (PDF)

📌 Click HERE to access to our Google Document (Ideation Draft - Me)

WEEK 03 - 06/05/2025 (Proposal of 3 AR Project Ideas)

During this week, we compile all of our ideation into the Miro Board. Attach in below is our group Miro Board.

    3.3  Idea Proposal (Group)

Group Miro Board

📌 Click HERE to access to our MIRO Board (Compilation of Idea)

WEEK 04 - 13/05/2025 (Proposal of 3 AR Project Ideas)

During this week, our group have booked a slot for consultation with Mr Razif. After discussion with my teammate and Mr Razif we decided to go for the Business Card AR project, attached below is the finalise group miro board which we will continue to develop in the next task. 

Finalise Group Miro Board

📌 Click HERE to access to our MIRO Board (Idea Proposal)





4.  FEEDBACK

Week 01

Feedback: 
  • No feedback given.

Week 02

Feedback: 
  • For our group activity (User Journey Map), Mr Razif reviewed our Genting Highland....

Week 03

Feedback: 
  • No feedback given

Week 04

Feedback: 
  • For our Miro Board (Task 01), Mr Razif said that we need to refine and add more information to our proposal.





5.  REFLECTION

At the beginning of this course, I felt very nervous because I wasn’t familiar with it at all and had no idea what I was supposed to do. However, after the teacher’s explanation on the first day, I gradually became interested in the subject. This course integrates one of today’s popular trends — Augmented Reality (AR) technology — with design, creating new experiences that fit the 21st century where almost everyone owns a smartphone or tablet.

From my perspective, I understand that in this course, I need to combine what I’ve previously learned in interaction design with AR design, allowing them to complement each other. Besides that, this course can also help me strengthen my design awareness, explore different design possibilities, and understand the limitations of certain trends — especially in terms of playability, practicality, and accessibility. Overall, I’m quite looking forward to this course, and I hope I won’t disappoint myself or the teacher in the end.





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