Experiential Design | Task 2 : Jointed Project Proposal

21 May 2025 - 3 Jun 2025 | (Week 5 - Week 7 )
Chan Xiang Lam | 0358400 
Experiential Design | Bachelor of Design (Honours) in Creative Media 
Task 2: Jointed Project Proposal

TABLE CONTENT   
    1. Lectures
    2. Instructions
        - Final Submission
    4. Reflection


LECTURES

Week 5 | Screen Prototyping

In Week 5, we worked more on our AR project by adding video playback. Now, when the camera sees the image target, a video appears on top of it.

We also started learning how to add interactions using code in Visual Studio Code. For our tutorial task, we made a button that, when clicked three times, makes a cube explode in the video. We used an explosion animation from the Unity Asset Store, which made the AR experience more fun and exciting.

Week 6 | Screen Prototyping

In Week 6, we had an online class where we learned how to make different scenes in Unity to help our AR project feel more like a real app.

We created a simple home page with two buttons: “Launch AR” and “Credits,” and also made a separate credits page. On the AR camera screen, we added an info panel that can be shown or hidden by pressing a button. This lesson helped us understand how to build navigation and design a user interface for an AR app.


INSTRUCTIONS

TASK 2

INSTRUCTIONS
Create a professional proposal for an experience design project based on any topic, either digital (screen-based) or physical (space-based). The proposal must explain your idea, how users will experience it, current problems, comparisons with similar solutions, and include sketches and mockups.

SUBMISSION:
  • Slides in .pdf format
  • Reflective posts in your E-portfolio

Task 2 Ideation

After talking with Mr. Razif, Natelia and I decided to combine our ideas into one project. My idea was an AR Animal Sound Book , and her idea was an AR Vocabulary Learning App. Since both focus on young children and learning, we thought they could work well together.

Mr. Razif suggested that we should also add games to make the app more fun. So we started to think of ways to mix learning with games, sounds, and 3D animals to make the experience more exciting and useful for kids.

Fig.2.1 Draf Proposal

AR WonderWords
Fig.2.2  Proposal Slide

Concept Description

AR WonderWords is an engaging AR-based learning app designed for children aged 4 to 10. The app uses Augmented Reality to animate animal flashcards with 3D visuals, realistic sounds, and multilingual translations.

When a child scans a flashcard, the animal appears in 3D, makes its sound, and the app teaches the word in multiple languages. To reinforce learning, the app includes mini-games like spelling challenges and sound-matching games that make the learning process active, fun, and memorable.

This transforms passive language learning into a hands-on, multisensory experience that keeps kids motivated and encourages deeper understanding.

Goals
  1. To support early multilingual vocabulary learning in an enjoyable, interactive way
  2. To promote active learning and parent-child interaction using AR-enhanced flashcards and games.
  3. To improve vocabulary retention through a combination of 3D visuals, sound effects, and gamified content.
Target Audience
  • Children aged 4–10 who enjoy colorful visuals, fun sounds, and games while learning.
  • Parents and caregivers who want helpful and fun learning tools at home.
  • Teachers in preschools and primary schools who want to use new technology in class.
User Personas

With these three main target groups, we created three user personas to help us better understand their needs, challenges, goals, and what they care about most.

Fig.2.3 User Persona 1 - Children
Fig.2.4 User Persona 2 - Parent
Fig.2.5 User Persona 3 - Educator

User Journey Map

After we made the three user personas, we created user journey maps to show their experience. We made two maps — one for before using the AR app, and one for after using the app.

This helped us understand their problems and feelings, and how our app can make learning better and more fun for them.

Fig.2.6 User Journey Map

Fig.2.7 New User Journey Map

Visualization Design Planning

Fig.2.8 Moodboards

Fig.2.9 Colour Palette

Mockup Process

Then, we started making the mockup in Figma, focusing on a design that is easy for kids to use. We created screens for choosing words, the AR camera, and the mini game.

The design is simple and colorful, with big buttons, bright pictures, and very little text to make it easy to understand and fun for children.

Fig.2.10 Figma progress


Task 2 Final Submission

Google Drive: 

Click HERE to view our Final Proposal :


Fig.2.11 Final Proposal 

Click HERE to  our Canva Slide: 
Fig.2.12 Canva Slide

Click HERE to view our Presentation Video:

Fig.2.13 Presentation Video

Figma Mockups:

Fig.2.14 Figma Mockups


REFLECTION

Working on this AR experience design project has been a fun and valuable learning process. From combining ideas to building mockups and coding in Unity, I learned how different parts come together to create an interactive and user-friendly AR app.

I also learned the importance of planning user experiences, creating user journey maps, and designing with the target audience in mind—especially children. Using tools like Figma, Unity, and Visual Studio Code helped me improve both my design and coding skills.

One of the most exciting parts was adding video playback and interactivity, like the explosion animation, which made the app more playful and engaging. I now better understand how to design clear navigation, simple interfaces, and fun learning features that suit young users.

This task helped me see how design and technology work together to create a meaningful and enjoyable user experience.

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