Experiential Design // Task 2: Experience Design Project Proposal

20/5/2025 - 1/6/2025 / Week 5 - Week 6

Angel Tan Xin Kei / 0356117

Experiential Design / Bachelor of Design (Hons) in Creative Media 

Task 2 / Experience Design Project Proposal



⋆ ˚。⋆୨୧˚ Index ˚୨୧⋆。˚ ⋆

⋆ ˚。⋆୨୧˚ Lecture˚୨୧⋆。˚ ⋆

Week 5 / Screen Prototyping

This week in class, Mr. Razif introduced us to how Augmented Reality (AR) can be integrated with interactive user interfaces. The focus was on incorporating UI buttons within an AR environment to control multimedia content. One of the key activities involved using AR-based UI elements to play or pause a video by interacting with virtual buttons placed in the AR scene. This hands-on task gave us a clearer understanding of how user input can be used to control media within immersive experiences.

Fig 1.1 Scripting for Buttons and Media Actions

Fig 1.2 Aligning Buttons and Output

As we advanced, Mr. Razif showed us how to streamline the interaction by replacing the conventional two-button setup (separate play and stop buttons) with a single toggle button. This toggle was programmed to switch between play and stop functions based on the video’s current state. The change made the interface more efficient and intuitive, aligning with best practices in interactive AR design.

For our final hands-on activity, we explored adding creative effects to boost user engagement. We implemented a feature where, after the toggle button was pressed more than five times, the video wouldn’t just stop—it would vanish from the scene with a dramatic explosion effect. This exercise challenged us to combine logical conditions with visual effects, offering a fun and practical experience in blending functionality with creativity in AR design.

Fig 1.3 Final Outcome of Week 5 Exercises 

Week 6 / User Interaction

This week, Mr. Razif guided us through the process of navigating between multiple UI canvas pages in Unity, deepening our understanding of interactive user interfaces within an AR environment. The lesson emphasized managing scene transitions and button navigation key elements in creating cohesive and user-friendly applications.

We were instructed to work with three distinct canvases: the AR canvas (which we had developed in previous sessions), a main menu scene, and a tutorial scene. Each canvas played a specific role in shaping the overall user experience. The AR canvas remained the central space for our video and AR interactions. To enhance this experience, we were tasked with adding an information overlay that could be triggered to appear over the video, providing users with additional context or instructions. A close button was also implemented, allowing users to dismiss the overlay at will, giving them greater control over the content displayed.

Fig 2.1 Creating Pixel/ Panel in Canvas

Fig 2.2 Scripting for Navigation Scene in Visual Code


Fig 2.3 Creating Visual Scripting for Further Action

Fig 2.4 Drag and Drop the outcome to Respective Scene



Fig 2.5 Create New Button for Navigating to Other Scene


Fig 2.6 After Scripting and new Functions created

In addition, we worked on developing the main menu and credit scenes, making sure that each button within these interfaces correctly navigated to the appropriate canvas or scene. This required setting up accurate button linkages and smooth transitions, allowing users to move effortlessly between the menu, tutorial, and AR experience. It was a valuable opportunity to learn about UI navigation logic, scene management in Unity, and the importance of designing a user-friendly interface flow.

By the end of the session, we had successfully created a basic yet fully functional multi-page UI system, complete with responsive buttons and seamless scene transitions. This reinforced our understanding of Unity’s UI framework and its essential role in crafting engaging AR experiences.


Final Outcome ( Week 6 Tutorials )


⋆ ˚。⋆୨୧˚ Instruction ˚୨୧⋆。˚ ⋆


Module Information Booklet
Deadline: Week 4 to Week 6

Description:
Based on initial idea discussions, students are required to come up with an experience design project from a subject/topic of their choice. This can be anything from screen experience to physical space experience. They are required to create a professional experience design proposal document that explains their project idea and how will the experience be for the user. The proposal should contain analysis of current experience, comparison with similar solutions and how it can be better, Sketches to visualize the experience, Mock design of how the final outcome should be from the user’s perspective. The project looks to develop the students’ understanding of what is an experience design and their creativity to come up with a good, unique,and magical experience design. It also looks to their ability to analyze, explain and breakdown their ideas into a proposal document.

Requirement of Submission 

  1. Slides submitted as .pdf format
  2. Online posts in your E-portfolio as your reflective studies



⋆ ˚。⋆୨୧˚ Task 2 Experience Design Project Proposal ˚୨୧⋆。˚ ⋆

A. First Draft of Task 2 Ideation

After consulting with Mr. Razif, he commented that our finalized idea, Focus Space, was good, but he suggested we be more specific about the content. In particular, he recommended clearly outlining which topics will be covered and what types of concept cards and quiz formats will be included. This added clarity will help define the scope of the project and make the user experience more focused and effective. Also, very important to include mock-up or sketches to help users visualise the proposal.


Figure 5.1 First draft of Task 2 Proposal
B. Proposal Development

After finalised the idea, we proceeded to planning phase where we focused on refining and further developing the whole proposal. Our initial step was to identify and analyze the primary target users to ensure our design addresses real-world needs and delivers meaningful value.

Through a collaborative brainstorming session, we developed three key user personas, each representing a unique demographic with specific pain points that "Focus Space" is designed to solve. These personas will guide our design decisions and help us tailor the app’s features to meet the needs of our intended audience.

1) User Persona(s)

Persona #1

Many students struggle to concentrate at home especially after MCO remote learning starting to occurs and more and more issues were raised because family is noisy and the TV is on. People feels frustrated trying to study but gets distracted easily. Thus, needs an app that can create a quiet, focused space with calming sounds and visual lesson cards that help understand difficult topics better.

Figure 5.2 User Persona 1

Persona #2

Remote learners or part-workers often feels overwhelmed balancing work and classes. After a tiring work day, students still need to be focus at own house is cluttered and noisy, making it hard to focus. Ultimately, when important exams are coming up, studnets needs an app that can organize study time, set reminders, and motivate themselves with a virtual study buddy and interactive lessons.

Figure 5.3 User Persona 2

Persona #3

In Malaysia, studies found that 25 % of people are diagnosed with ADHD which learns best when lessons use pictures, colors, and animations rather than long blocks of text. Therefores, people with ADHD often struggles to focus for extended periods and needs to take frequent breaks to avoid feeling overwhelmed so they can enjoys apps that make learning fun, interactive, and calming.
Figure 5.4 User Persona 4


2) User Experience Map

Our User Experience Map outlines the typical journey individuals go through when they face difficulties in concentration when it comes to studying emphasizing emotional gaps and situational pain points they may sturggles. It helps us identify moments of onboarding, environment set up,using study tools,viewing learning cards, taking quiz and summary. Focus Space is designed to address these issues by offering a virtual study buddy guide app experience that provides study interactive engagement, and a sense of companionship and a tool to guide users for effective learning.

Phase

Touch Points

Pain Point

Gain Point

Download & Onboarding

App store download, account creation, short onboarding tutorial, AR Calibration walkthrough

User may find sign-up or calibration too long or confusing

Simple onboarding with visual guide makes it quick to start

Environment Setup

AR room scanning screen, placement of timer, study buddy, ambient sound options

Poor lighting or cluttered space affects AR setup

AR adjusts to space and improves focus by visualizing study mode

Using Study Tools (Timer, Sound, Study Buddy)

Timer controls (start, pause, reset), study buddy animations/messages

Some users may forget to start timer or feel distracted

Built-in timer, calming sounds, and friendly buddy encourage focus

Viewing Learning Cards

AR Learning Cards with animations, play / pause / rewind buttons, voiceover, lesson topic selection

Animations may lag on older devices, or be too fast to follow

Colorful animations help users understand topics visually

Taking AR Quiz & Summary

Quiz interface, instant feedback, mind map generation, save and review option

Users might feel unsure if they learned enough or want to retry

Mini quizzes + mind maps support memory and give fast feedback


Table 1.1 User Experience Map
4)Proposed Solutions

After identifying the touch points, pain points and gain points of each phases, we discussed and utilised the TDS XD Assitant to help us to propose some idea of what to maintain and solutions.Thus, we implemented some features where the app uses markerless AR (Ground Plane in Vuforia) to let users place study tools around their room. Key features include:

  • Study Timer: A floating Pomodoro-style timer UI in AR space

  • Study Buddy: A 3D character that speaks motivational lines and suggests breaks

  • Learning Cards: AR pop-ups explaining concepts like photosynthesis (animated leaf + arrows + voiceover)

  • Quiz

  • Summarize Long Paragraphs into Mind Maps
  • Ambient Sound: Calming rain, café, or nature sounds to improve concentration

Step

User Actions

Pain Point

Proposed Solution

Launching the App

User opens the FocusSpace AR app and logs in or signs up for the first time.

New users may be unsure how to start or what the app features are.

Provide a simple pop-up tutorial highlighting core features and how to use them.

Setting Up Study Tools

User opens the FocusSpace AR app and logs in or signs up for the first time.

Poor lighting or messy space may interfere with AR tool placement.

Add auto-alignment and brightness detection to improve placement in any room condition.

Starting a Pomodoro Timer

User taps to start a Pomodoro session and begins studying with time tracking.

Users may forget to start the timer or stop studying midway.

Include soft alerts from the study buddy to remind users to stay on track and restart the timer if needed.

Taking Quiz & Mind Map Summary

User completes a quick quiz and receives an automatically generated mind map summarizing the content.

Animations may move too quickly or fail to load smoothly on some devices..

Add play, pause, and rewind buttons for animations and preload content for smooth playback.

Using Ambient Sound Features

User chooses a calming background sound to help stay focused (rain, café, nature).

Users may find it hard to choose the right sound for focus or adjust the volume.

Offer sound previews with adjustable volume and suggest sounds based on user preference or time of day.

Table 1.2 Proposed Solutions

5)New User Journey Map

Next, we developed a new User Journey Map that outlines the key steps users would go through when launching and interacting with the Focus Space AR app. The purpose was to design a seamless and engaging experience tailored to the needs of our three target user personas. The journey emphasizes ease of use, emotional connection, and interactive engagement at every touchpoint.
Table 1.3 New User Journey Map

6)AR App Flow

Since our app includes three main feature pages, we began by creating initial ideation sketches to map out the overall app flow. These sketches helped us visualize how users would navigate between the core features Study Timer, Learning Cards, and the Study Buddy and how each page would function independently while maintaining a cohesive user experience. This early-stage planning allowed us to explore layout options, interaction points and laying the groundwork for a smooth and intuitive app structure.

Fig 5.5 Sketches of App Flow


Fig 5.6 Finalised the App Flow

7)Visualisation Design Planning

Since we're developing a study-focused app, we chose a calm and cool color scheme to promote focus and relaxation. The selected palette is designed to be visually soothing and easy on the eyes, supporting long periods of use without causing fatigue. This color scheme of light mint green and purple not only aligns with the app’s purpose but also enhances usability by maintaining clear contrast and readability throughout the interface.


Fig 5.7 Art Direction

We drew inspiration for our app from several sources to shape both its functionality and visual style. The interactive and gamified learning approach was heavily influenced by Duolingo and some Pinterest, particularly in how it keeps users engaged through short, manageable tasks and motivational elements. 

Landing Pages Design:
Fig 5.8 Landing Page and Dashboard

For our content visuals especially for the Learning Cards, we referenced high school biology textbooks, which provided clear diagrams and straightforward explanations of complex topics like heart circulations, its anatomy parts and cell structure.

In terms of visual design and AR elements,we gathered ideas from Sketchfab and Unity’s asset store, where we explored various 3D models and environments that matched our calm, educational theme. These resources helped us better understand how to create appealing AR experiences that are both educational and visually engaging. Our app consists of three main feature pages, each designed to support focused and interactive studying:

Pomodoro Timer:

This feature provides a floating countdown timer based on the Pomodoro technique. It helps users manage their study sessions by alternating between focused work periods and short breaks, boosting productivity and concentration.

Fig 5.9 Study Timers and Break Timers

Scan for Quiz:

This page allows users to scan AR markers or surfaces to launch quiz questions in AR space. The interactive quiz format helps reinforce understanding and makes revision more engaging.

Fig 5.10 Quiz and Concept ards

Scan for Notes:

On this page, users can scan a flat surface to display concept cards or animated notes in AR. These visual aids explain key topics with graphics, animations, and optional voiceovers for better comprehension.

Fig 5.11 Notes and Mindmap

Fig 5.12 Overview of Main MVP Flow in Figma

C. Final Presentation 

Task 2: Focus Space Design Proposal Planning by Angel Tan Xin Kei & Phoon Yuk Guan


Final Proposal Document: Link


Figma: Link


Figma Prototype: Link

Final Compilation in Drive: Link

Youtube Presentation Video: Link



⋆ ˚。⋆୨୧˚Feedback˚୨୧⋆。˚ ⋆

Week 5

Mr. Razif noted that our finalized idea, Focus Space, was solid and good to proceed. However, he advised us to be more specific about the content. In particular, he recommended clearly outlining which topics will be covered and detailing the types of concept cards and quiz formats to be included, aimed to help us better define the project scope and deliver a more focused and effective user experience.

Week 6

Mr. Razif commented that the prototype looks good and that all the essential materials have been successfully included in the proposal.


⋆ ˚。⋆୨୧˚ Reflection ˚୨୧⋆。˚ ⋆
Observation:

While developing the Focus Space app, I observed how important it is to create a digital environment that promotes concentration, especially for users who struggle with distractions. By incorporating calm colors, ambient sounds, and a clean interface, we were able to design an experience that visually and mentally supports studying. The use of markerless AR also allowed for a more immersive and personalized setup, letting users place study tools in their actual physical space, which added a layer of realism and emotional connection.

Findings:

Through user research in journey map and experience map also feedback sessions and proposed solutions, we discovered that users appreciate features that not only help them stay on track but also make studying feel less monotonous. The Pomodoro-style study timer and the interactive Quiz and Concept Cards were particularly well received, as they provided both structure and motivation. Additionally, we found that users valued the ability to convert long text into visual mind maps, which helped with better retention and understanding. This highlighted the importance of combining functionality with user-friendly visual aids.I also learned that Malaysian having high rates of remote workers and learning take co-working space to be significantly impact their efficiency in learning and work productivity.

Experience:

Working on Focus Space was a valuable learning experience that deepened my understanding of user-centered design, AR integration, and interactive UI development. Collaborating with my team to bring this concept to life allowed me to practice problem-solving, iterate based on feedback, and pay close attention to emotional design elements. Overall, the project taught me how to balance creativity with practicality and how thoughtful design can truly enhance a user’s productivity and learning experience.


⋆ ˚。⋆୨୧˚ Quick Links ˚୨୧⋆。˚ ⋆

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