Wanting to dip my toes into designing for Augmented Reality (AR) while working on the Professional Certificate in UX & Emerging Interaction Design, I decided to explore designing and building an AR application for the mobile phone. Taking inspiration from other phone-based AR applications such as Pokémon Go, I wanted to explore how might we create an experience that can bridge the digital and physicals world together using augmented reality?
Designer - Ideation, Concept Generation, Coding, Interaction Design, AR Implementation, User Interface Design
1 week
How might we create an experience that can bridge the digital and physicals world together using augmented reality?
In this mini-project, I used augmented reality based on a smartphone to create a functional prototype of a pet app. Through out the process, I built, test, and iterated on the features of the application by myself.
However, after testing with other users, I realized that my design did not fully cover the potential use cases of the AR experiences. This was because my testing setup was based on me using the app at my desk and placing the AR pet right on my desktop. But when other users were playing with the app, they tried placing the pet on the floor, and ceiling both near and far, which I didn't account for in my design, therefore breaking the experience all together.
From this project, I learned a lot about the tools used to design and build smartphone-based AR applications. I also got a better understanding of how people interact with AR objects through their phones and how to design for the context of the user.
With no prior experience in working with AR or Unity, I set out my journey by planning out what are some of the features that I wanted to include in my application. This included: placing an AR object in the real world, interacting with said object, and some kind of gameplay mechanic that makes the application not boring.
Next, I went through a large amount of YouTube tutorials, learning the development process one feature at a time.
As I'm learning my way around Unity, I was also building very simple prototypes of the game as well. This included using blocks and spheres as placeholders for 3D models and figuring out how I want the interaction to be.
Goals
After I was satisfied with the interactions that I designed, I used Blender to create some 3D assets as well as mocked up the UI in Figma. Here's the progression of my development journey.
Placing "Bao-zi" on a surface
Feeding "Bao-zi"
Playing the asteroid minigame
After finishing the prototype, I tested the app with my friends and family. Here's what I found:
Firstly, I learned that it is very important to make sure that the users understand the interactions that I design through uses of signifiers or instructions. Since AR is such a new platforms, users may not have the same expectations on how things could be interacted with.
Secondly, I will need to make sure I understand the context of how the application is going to be used. While I was developing and testing the application myself, I only tested by placing "Bao-zi" on the table in front of me. This resulted in me designing all of the other interactions around a tabletop experience. However this experience instantly fell apart when a user placed "Bao-zi" on the floor, resulting in the models being too small to see. This taught me that thinking about all the possible context for the experience is extremely important for an AR experience since the experience is not tied to a 2D screen, but the 3D world around us.
Lastly, I also learned that it's important to keep interactions consistent. Users will always be bringing in their own past experiences with other applications/games. Therefore, when designing a feature, it's important to keep the interactions consistent to avoid confusing the users.