Experiential Design - Final Assignment

 

Final Task: Experience Design

Module: MMD60204 – Experiential Design
Timeframe: Week 07 – Week 14
Deadline: End of Week 14


1. For the testing phase, I’ve started with two 3D models that represent different sides of me (e.g., artistic and sporty). These models are currently in basic form without textures or color, since my priority was to get the interaction and logic working first.

To save time sculpting from scratch, I:

  • Sketched out my character from multiple perspectives

  • Used an AI tool called hunyuan3d-2 to convert my 2D drawings into a 3D mesh

  • Imported the generated model into Blender for some minor adjustments (position, scale, smoothing)



This method helped me focus on design and concept testing rather than getting stuck too early in modeling details.

2. Once the models were ready, I:

  1. Imported the Vuforia Engine (Windows) into Unity

  2. Created a Vuforia Image Target by uploading my chosen scan image to the Vuforia Target Manager

  3. Placed my 3D model as a child object of the Image Target in Unity

  4. Tested the AR experience — and it worked! When I scanned the image, the 3D model appeared on screen correctly



This confirmed that the basic AR tracking pipeline was functioning properly on my test device.

3. Next, I wanted to simulate the transition from character selection to themed portfolio spaces, so I added:

  • UI confirmation panel that appears when the 3D avatar is clicked

  • A button in the panel that says something like:

    “Do you want to enter the artistic world?”

  • When the button is clicked, the app transitions into a new Unity scene representing the next stage of the experience (e.g., “artist_scene”)



This interaction will eventually be used to load different environments based on the user’s choice — artistic, sporty, or professional.


4. Visual Enhancements: Artist World Environment & UI Style

To make the Artist World feel more immersive and personal, I designed a custom skybox in Blender. I created a gradient texture that represents a dreamy, colourful environment — something that reflects my artistic identity. After building the skybox, I exported it and applied it in Unity inside the artist_scene, which is the virtual space the user enters after clicking the UI and scanning a ground plane.

This gives the AR scene a sense of mood and atmosphere, rather than just placing objects in a blank space.


5. Gradient-Based UI Design

I also experimented with a more dynamic and expressive UI. Inspired by colourful, fluid designs, I created a gradient-based moving UI — where buttons and panels subtly shift colours or glow over time. The goal was to make the interface feel more like a creative space, not just a menu.

This UI will appear after the user enters the Artist World, and will help guide them to view different floating artworks or read information about each piece.


6. Painting My 3D Model by Hand
Although I used AI to generate the base 3D model, it did not include any textures or materials. I manually painted the character in Blender using my drawing tablet. This allowed me to retain personal artistic control over the colour palette and visual tone, bringing the avatar closer to my real style.

7. Building Detailed Environments for All Worlds
Beyond the artist world, I began developing themed environments for the professional and sporty worlds as well. Using Blender, I created props and decorative elements tailored to each world’s mood. These assets were exported into Unity and positioned to create an immersive and consistent vibe across all three scenes.




8. Interactive Content Design via Figma + Unity
To present content in a more engaging way, I began building the UI using Figma. For the artist and sporty worlds, information panels appear after clicking themed buttons. For the office/professional world, I introduced animated content triggers — when the user clicks a button, info appears with motion. This mix of presentation methods helps prevent monotony and keeps the experience playful and interactive.





9. Adding BGM to Set the Mood
To elevate the emotional tone, I added background music from How to Train Your Dragon — a score that evokes curiosity and wonder, which reflects my personal character. The music loops gently during the app to keep the atmosphere warm and lively.




10. Final UI Refinement + Loading & Namecard Design
After user testing, I revised my UI interface to improve clarity and aesthetic quality. I also created a loading page and AR-triggered name card. The UI was refined in Figma, while the name card design was created using Canva for better layout flexibility.



11. Micro Animations for Onboarding
To make onboarding more enjoyable, I added animations for text such as "Scanning…" and "Finding Ground Plane…". These animated cues give a fun, interactive feel when the user is waiting or aligning their camera, making the app more responsive and friendly.


12. Asset of the File





APK File

Comments