Experiential Design-Task 1: Trending Experience


Experiential Design-Task 1

Sep.9.2024

Name:ZHANG HANYUAN

Student ID:0363727

PROGRAM NAME:Bachelor of Design (Honours) in Creative Media

Week1-Week4(24/9/2024-15/10/2024)


Week 1 : Introduction To Experiential Design

In the first week, we explored different experience ideas using Augmented Reality (AR). We also watched some past student cases to understand AR and get some inspiration. Mr. Razif also gave some advice and tips on building AR. Some of the advice he gave us involved the practicality of visual design and creativity. Afterwards, we went into a short lecture session where we were introduced to the basics of AR. We learned the difference between marker-based and marker-less in AR design. In class, we experimented with the AR features provided by Google. It was really interesting to see how a cat-like model became a reality.

Week 2 : Designing Experiences
Group Activity: Journey Map


For the exercises, we followed the tutorials provided by Mr Razif on using Unity. Tasks included creating a cube and displaying video while scanning an image target.




Week 3 :Diving into Unity Tutorial 
Week 2+Week 3  Exercises
I made many mistakes while doing the exercises, but after watching the tutorial video given by Mr. Razif, I got much better.







Week 4 : Tagless AR Tutorial


INSTRUCTION

Exercise 1: AR experience in a shopping centre

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?

If you are in a shopping mall, AR can enhance the shopping experience. For example, I often compare prices online and offline before making a purchase. If you use smart glasses or a mobile phone, when a user approaches a product, AR automatically identifies the product and displays detailed information such as price, discount, and user reviews, providing targeted shopping or social suggestions, making the experience more personalized and efficient.







Explore
In this section, I will explore current AR (Augmented Reality) trends and determine what customers are typically looking for in an AR experience. As our project focuses on AR, this research will help me better understand the experience design market and inspire an ideation process where I will develop an AR concept. Before delving into the research, it is necessary to have a clear understanding of three related technologies:AR (Augmented Reality), MR (Mixed Reality), and VR (Virtual Reality).

What is XR? (Extended Reality)
XR (Extended Reality) 
Definition: 
XR is an umbrella term for AR, VR, and MR (Mixed Reality), encompassing all technologies where the real world interacts with the virtual world. 
XR technologies can include everything from partial Augmented Reality (AR) to full Virtual Reality (VR) and even MR, a technology that deeply interacts virtual objects with the real environment. For example, users can manipulate virtual objects in the real world.
Application Scenarios: 
XR encompasses a wide range of applications, covering almost all areas covered by AR and VR, with the possibility of adding new forms of interaction.


What's the difference between AR, MR and VR?

AR (Augmented Reality) 
Definition: 
Overlaying digital information or virtual objects on top of the real world, augmenting the real world with more digital elements. 
Experience: 
Users can still see the real world, with virtual objects or information superimposed on the actual scene through devices such as smartphones, tablets, and AR glasses. Examples include the Pokémon Go game on mobile phones and virtual navigation apps in shopping malls. 

VR (Virtual Reality)
Definition: 
The creation of a completely virtual digital environment where the user enters a virtual world isolated from reality through a VR device (e.g. a head-mounted display).
Experience: 
The user is completely immersed in a virtual environment and is unable to see or interact with the real world. Examples include using Oculus Quest 2 to experience virtual gaming or virtual travel.


If virtual reality (VR) is integrated into cyberpunk-style video games and other media. This technology is particularly prominent in games such as Cyberpunk 2077, which allows players to get an immersive gaming experience through VR devices. For example, game developer John Mamais mentioned some plans and development directions for the VR version of Cyberpunk 2077. The integration of VR technology makes the characters and scenes in the game more realistic, enhancing the sense of immersion and interactivity.

MR (Mixed Reality)
Definition: MR is a more advanced form of interaction that combines the real world and the virtual world. Virtual objects interact not only with users, but also with objects in the real environment.
Experience: Users can see objects in the real world and interact deeply with virtual objects. Virtual objects can respond to changes in the real world. For example, virtual objects can block real objects or respond according to the characteristics of the real environment.

The degree of integration of reality and virtuality:
AR: mainly based on reality, with simple superposition of virtual elements and no interaction.
MR: deep integration of virtuality and reality, virtual objects can interact with objects in the real world.
VR: completely virtual, users are isolated from the real world.

Device requirements:
AR: requires devices such as smartphones, tablets or AR glasses.
MR: usually requires mixed reality headsets (such as Microsoft HoloLens), which can perceive the real environment and interact with virtual elements.
VR: requires VR headsets (such as Oculus, HTC Vive) to fully immerse in the virtual world.


Reflection :
I have had a challenging but rewarding journey throughout the Experience Design module. Initially, the concept of Augmented Reality (AR) was novel and appealing to me, but I soon realized that creating engaging and useful AR experiences was far more complex than I expected. Thanks to Mr. Razif’s in-class guidance and tutorial videos, this module has made me realize the huge potential of AR. It is not just an entertainment tool, but has the ability to solve real-world problems and improve people’s daily lives in tangible ways.

Experience:
From the first week, I was introduced to AR and its applications, which laid the foundation for my work throughout the semester, and Mr Razif inspired me to set higher goals by presenting the projects of previous students, pushing me to do my best to complete my work. Each class, especially the tutorials, was an enjoyable and enlightening experience. The hands-on tutorials provided me with an in-depth understanding of how AR works and were both informative and interesting. I feel a great sense of achievement after completing each tutorial and am pleasantly surprised by the progress I have made in my knowledge of AR. In addition, the group activities in the classroom promoted co-operation and strengthened the bond between me and my classmates, further enhancing the overall learning atmosphere.

Observation:
Throughout the course, I have come to realize that AR extends far beyond a mere tool for entertainment or gaming; it holds immense potential in addressing everyday challenges and enhancing people's lives. By exploring its various applications, I gained deeper insight into AR's versatility and its integration into diverse industries such as education, healthcare, and retail. This understanding has led me to develop three distinct concepts, each aimed at solving specific problems. Moreover, I have come to appreciate that creating AR experiences is far more intricate than I initially anticipated. The process involves a series of complex steps—not just generating ideas. From conducting thorough user research to designing and implementing solutions, every phase demands careful consideration, particularly in ensuring that the final product aligns with user needs. Observing the blend of creativity and technical expertise required to develop these experiences has deepened my respect for the field and for those who contribute to its advancement.



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