Experiential Design / Trending Expereince

24/4/2024 - 19/5/2024 / Week 1 - Week 4
Janice Marie Eng Chia Hui  / 0361521
Experiential Design / Bachelor of Design in Creative Media / Taylor's University 
Task 1 - Trending Experience

Table of Contents:



Lectures

Week 1

Figure 1.1 Intro to XR

1. Augmented Reality (AR)
  • Content is overlayed over the real object
2. Mixed Reality (MR)
  • Can interact with the 3D pop-up on the screen
3. Virtual Reality (VR)
  • Involves a headset and a computer-generated world
Marker-based Augmented Reality (AR) relies on recognizable markers, like images or shapes, to trigger digital content placement in the real world. In contrast, Markerless AR scans the surrounding environment without the need for a specific trigger image, allowing digital elements to be placed based on the geometry of the real world.

Minimum Viable Product refers to the most important feature of a product.

Week 3

Terminology 
CX: Customer Experience; Different from UX, customers may not be a user as they do not buy or use the service themselves
BX: Brand Experience; Ensure the experience is in line with the brand's goals and ideas
IA: Information Architecture; content organization 
IxD: Interaction design 
XD: Experience Design 

Figure 1.2 Field & Discipline

UX vs XD: UX is more 2D experience, XD involves everything, like the placement of an ATM machine. XD includes different touchpoints where users carry out different activities

User Mapping: Study on the user

Figure 1.3 User Mapping

Empathy map: Externalizes user's knowledge to create a shared understanding and aid in decision-making

Current journey map: Current user experience, gain point, pain point and solution
Future Journey map: Addressed all the issues in the current journey map


Exercises

Week 1

This week, we were asked to do a small exercise. We were required to:

'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 3 places included the kitchen, shopping mall and gym.

I chose the kitchen as my location. I wanted to create something that allows people to identify the signage on new equipment and/or how to use them. Below is my final outcome. 

The icons on the oven shall have ! marks on them that are clickable. When clicked they will pop up a small tab that will explain the meanings and function of the icon. An additional information icon will be at the bottom left of the pop-up and can be clicked to see what the setting can be used for. A see all option is also available to see all the information on the icons at once. 


Figure 2.1 Mock-up of AR experience (24/4/24)

Week 3

This week we were asked to create a user journey map in groups. My team decided to do a journey map about Taylors, detailing the journey from the bus station to our experiential design classroom. We might have misunderstood the requirements of the journey map. Regardless, it is attached below.

Figure 2.2 Journey Map (8/5/24)

Figure 2.3 Journey Map Miro Board (8/5/24)

After the short group work, Sir taught us how to use image targets in Unity. Below is the outcome of the tutorial. I was having some technical difficulties with Unity and Vuforia (skill issue on my end), so I couldn't keep up with the tutorial. However, I went home and managed to find a helpful video on YouTube on how to add image targets in Unity with Vuforia.


Additionally, after finding out how to add the image target, I had to make an Among Us model. It was quite simple, I just used cylinders and spheres to make the model. 

Figure 2.4 Workspace (8/5/24)

Figure 2.5 AR 3D object (8/5/24)

Figure 2.6 PEDRO PEDRO PEDRO PE (8/5/24)

Week 4

How to make an image or object disappear when the image target is out of frame
  • Click on the image target
  • Go to the advanced option
  • Click on 'device tracker setting'
  • uncheck 'track device pose'
  • In 'image target', in the 'on target found' option, click on video player play
  • and 'on target lost', click on video player pause to ensure that the video stops playing when the image target is out of frame,
  • Additionally, uncheck the 'play on awake' option to make sure the video doesn't play instantly.
Figure 2.7 Make object disappear when image target is out of frame (16/5/24)

How to add PLAY & PAUSE buttons
  • Right-click hierarchy click on UI and add in a 'Canvas' first
  • Right-click again and click on UI and add in buttons under the canvas
  • Insert the video target then put the 'Video player play' function for the play button and the 'video player pause' for the pause button.
Figure 2.8 Buttons (16/5/24)

Changing the size of the canvas
  • Go to file, click on build settings
  • Change it to Android.
  • Go to the games tabs and change the aspect ratio to a portrait view.
How to show and hide an object
  • Make a button for SHOW and HIDE
  • Click on the button
  • Go to the 'on click' section and add in your object
  • Drop down the menu, choose GAME OBJECT
  • Click on SET ACTIVE
  • Uncheck the box to hide the object (false), and check the box to show object (true)
Figure 2.9 Show & Hide (16/5/24)

Animate
  • Click on the object you want to animate, go to the animation tab, and add a new animation clip. (if you cannot find it, it can be located in the windows panel)
  • Click record and animate your clip. Stop recording.
  • Create an empty animation tab for your object
  • Go to your PLAY button, go to on click and select ANIMATOR PLAY, put in the name of the animation tab with the frames
  • Go to your stop button, on click, select ANIMATOR PLAY and type in the name of the empty animations tab
Figure 2.10 Animation (16/5/24)

Connect to phone
  • Follow this vid on how to connect your Android phone to Unity.
  • Access PLAYER SETTINGS in the build setting
  • Uncheck 'auto graphics API' and remove VULKAN
  • Locate IDENTIFICATION and change the 'minimum API level' to Andriod 11
  • Locate CONFIGURATION and change 'scripting backend' to IL2CPP
  • Change TARGET ARCHITECTURE to 'ARM64'
  • Click 'Run & Build'
The recorded outcome audio was lagging, it may be because I was screen recording because after I stopped the AR element ran smoothly.  

Elements:
1. Hide & Show Among Us
2. Play & Pause video in sphere
3. Move the sphere

Figure 2.11 Unity tutorial outcome (16/5/24)

Week 6

This week we were taught how to do a markerless AR experience. 

Plane Finder: Help detect the ground
Ground Plane Stage: Helps put items on the ground

Figure 2.12 Anchor Stage in Plane Finder (29/5/24)
  • Anchor the Ground Plane Stage to your Plane Finder by accessing the 'anchor stage' in Plane Finder. 
  • Check the Duplicate Stage if you want to spawn multiple objects when you tap, and uncheck if you just want to move the object.
Figure 2.13 Ground Plane Simulator (29/5/24)
  • Ground plane simulators can be used to check to see if the AR is working before building the app.
I first started out by following the lecture tutorial. The goal was to make a simple 3D square object able to show up on the ground. 

However, Sir asked us to try out the experience with other objects like a chair, so I did just that. I downloaded a free chair 3D  model online and spent 20 minutes trying to figure out how to extract the model :). Below is the outcome of the tutorial. 


Figure 2.14 Markerless AR with a cube (29/5/24)

Figure 2.15 Markerless AR with a chair (29/5/24)

Week 10

Switching Scenes:
  • Create your individual scenes
  • Save your scenes and remember their name
  • Create a C# script
  • Enter in the scene switch code ( can obtain from this video), additionally you can also use AI to generate the code
  • Create an empty game object and place your C# script in it
  • Link your scene/button/element to the C#  Game object, and enter the name of the scene you wish to switch to
  • Save your scenes in the build settings
  • Run the scene to test the code
UI Buttons:
  • To import you own UI design, get the asset into unity and change it into a Sprite (2d and UI), additionally you can also add in a button component to your element
  • Click and drag the sprite into the btn UI in unity, make sure you check preserve aspect to preserve the aspect.
  • Ta-da, polished button
Buttons interactions:
  • Scroll down in the btn inspector panel, locate the btn interactions panel and change to your liking. 
  • Additionally, you can create custom animations for your buttons.
Probuilder/Room Interactions:

For the past 2 classes,  learned how to use Probuilder to build a mock environment in Unity as well as how to add UI buttons in Unity. I was lagging behind in progress so I combined both of those lessons into one Unity file.

For the UI buttons, I used my own button design because I already had the asset as I was halfway through completing my prototype. I did add Sirs UI design into the AR screen tho.

Figure 2.16 Probuilder and UI buttons


Feedback 

Week 3
Your user journey map seems to be assuming there's an app you are using. I think you misunderstood the instructions. Try not to make it about a specific app next time.


Reflection

Week 1- Week 4

Experience
This class is the first time I've been introduced to AR and Unity. It is a refreshing experience. I got to learn new things as well as interact with people from outside my course. The lectures and tutorials were insightful and provided me with the necessary information needed to do the exercises. The user journey mapping actually helped me in my application design work. Meanwhile, learning how to use Unity was a pain. Mainly because I did not have the relevant system downloaded beforehand, but it was fun to see what I could add to Unity with my current knowledge. 

Findings
My overall findings for the exercises is that Unity UI is insanely hard to navigate, much like all software I suppose. However, there is an abundance of video tutorials out there explaining how to use Unity. Even if I couldn't follow the tutorial fully, I found out that Google is the next best option.  

Observations
I did not observe much during the task. Other than the fact that Unity is a new software to me and that I struggled real hard to use it. However, I still had fun playing around with the modelling and making the Among Us model. I did not find out how to animate the Among Us model though, which is really saddening. 

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