Experiential Design - Weekly Journal



Week 1 : Introduction to the module

Date: 23 April 2025
Module: MMD60204 – Experiential Design
Lecturer: Mr. Razif Mohamed

What is Task 1 About?
In this first task, we are exploring Augmented Reality (AR) through different lenses — specifically:

  • Marker-based AR (e.g., using images to trigger content)
  • Markerless AR (e.g., placing objects on flat surfaces)
  • Location-based AR (e.g., AR that reacts to GPS coordinates)
Our objective:
To understand the strengths and limitations of each approach and then propose 3 unique AR experience ideas. These ideas should consider user interaction, content delivery, and feasibility. We'll later consult with Mr. Razif to pick the best one for development in Task 2.



๐Ÿ—“️ Week 2: Finalizing My AR Direction & Group Journey Mapping

Date: 30 April 2025
Module: MMD60204 – Experiential Design
Lecturer: Mr. Razif Mohamed

Task 1 Progress: Refining My Idea
This week marked an important turning point in our Experiential Design journey. We were encouraged to bring our three AR project ideas for consultation with Mr. Razif and refine them based on user needs, trends, and feasibility. Before the session, I came up with a new idea that I felt had both personal meaning and interactive potential:

An Augmented Reality Portfolio Experience — where users scan my photo or a QR code to explore my personal profile, design skills, and selected artworks in an interactive AR format.

Consultation with Mr. Razif
During the consultation session, I shared all my initial ideas, including the AR portfolio concept. Mr. Razif provided constructive feedback on each one, but was particularly supportive of the portfolio idea. He suggested ways to increase interactivity and user engagement, such as:
  • Creating AR navigation through artwork sections
  • Using multiple image targets to showcase different parts of my work
  • Adding interactive buttons or voiceover introductions
Based on this feedback and my own excitement for the idea, I decided to move forward with the AR portfolio as my main direction for Task 2.

๐Ÿ‘ฅ Group Activity: Journey Mapping Exercise
Aside from individual consultations, Mr. Razif also divided us into small groups for a user journey mapping exercise. Each group was asked to select a real-world location and identify:

  • Gain Points (positive experiences)
  • Pain Points (user frustrations)
  • Proposed AR Solutions
My group chose Universal Studios Japan (USJ) in Osaka — a vibrant, themed environment full of immersive experiences and perfect opportunities for AR enhancement. This activity helped us think like experience designers, focusing on user emotions and needs at each step of their theme park journey. 
Thw ideas we proposed :


This exercise deepened my understanding of how AR can solve real problems, not just serve as decoration.

UX Insights: Empathy Maps & User Journey
We also explored user empathy tools in class:

  • Empathy Maps: to visualize what users think, feel, see, and do
  • User Journey Maps: to break down the entire user flow
  • Pain Point Identification: to define where users struggle, and why

Mr. Razif recommended visiting www.nngroup.com to further understand user-centered design — a valuable resource I plan to explore as I develop my concept.


๐Ÿ—“️ Week 3: Understanding XR + Group Ideation for AR in the Gym

Date: 7 May 2025
Module: MMD60204 – Experiential Design
Topic: XR Ecosystem, AR Types, and Practical Tools

XR Overview: AR, VR, and MR Explained

In this week’s lecture, Mr. Razif introduced us to the world of XR (Extended Reality) — a broad term that includes:

  • AR (Augmented Reality) – overlays digital content onto the real world

  • VR (Virtual Reality) – a fully immersive digital environment

  • MR (Mixed Reality) – blends physical and digital objects that interact in real time

This breakdown helped us see where our project ideas fit and how different levels of immersion affect user experience design.


Group Activity: AR in the Gym

We also did a group tutorial session where we were asked to brainstorm AR ideas for a gym environment. After short team discussions, each group shared their ideas and received feedback.

Some concepts discussed included:

  • AR form-correction overlays using mirrors or cameras

  • Scanning gym equipment for tutorial videos

  • Virtual coaches appearing next to you during workouts

  • Gamified reps tracking using AR scoreboards


Slide For Our Presentation:

 


AR Usage For GYM by Raymond Chin
Practical Session: Intro to Vuforia + Unity

After the idea presentations, we had a technical tutorial session to begin experimenting with Vuforia in Unity. We were guided through basic steps such as:

  • Setting up a Unity project with the Vuforia Engine

  • Importing and assigning Image Targets

  • Linking simple 3D objects to appear when a marker is scanned

This hands-on tutorial was especially helpful in preparing us for our prototype phase in Task 2. It also gave me more confidence in how I’ll implement the technical side of my AR portfolio project.


What’s Next?
  • Continue testing Vuforia’s Image Target and Ground Plane modes

  • Sketch a visual layout of my AR portfolio interactions

  • Explore possible mini interactions like button pop-ups or animated transitions

  • Review the gym AR ideas as possible inspiration for gesture-based UI


๐Ÿ› ️ Week 4: Adding Animation & Button Interaction in Vuforia

Date: 14 May 2025
Module: MMD60204 – Experiential Design
Focus: Animation Triggering with UI Buttons (Unity + Vuforia)


This week, we continued our hands-on work using Vuforia Engine inside Unity, building on what we learned last week about image tracking.

Previously, we set up a simple AR experience where a 3D object appears when an image is scanned using the camera. For this session, we took it a step further by adding interactivity and animation.


Learning Focus: Animation + Buttons

We used the same 3D object from last week, but this time we added an animation clip to make the object move (e.g., rotate, bounce, wave, etc.). Then we added two UI buttons into the AR canvas:

  • Start Button – plays the animation

  • Stop Button – pauses or stops the animation


The key thing we learned was how to control the animation with scripts, so that:
  • The animation plays only when Start is pressed

  • It pauses when Stop is pressed

  • And when animation is running, the Stop button appears, while the Start button hides — and vice versa

This helped me understand how logic and UI can be combined to control user experience in a much more dynamic way, rather than just letting things run automatically.


Why This Matters for My Project

Since my Task 2 concept (“Meet Me in AR”) includes interactive avatars and environments, I will definitely need similar logic for:

  • Starting animations only when a specific avatar is selected

  • Switching between environments or hiding UI panels

  • Managing clean transitions between different scenes or states

This week’s tutorial gave me a solid foundation for those future steps.


๐Ÿ”Week 6: Scene Transitions & Panel Control with Buttons

Date: 28 May 2025
Module: MMD60204 – Experiential Design
Focus: Scene Management, Menu UI, and Interactive Panels in Unity


This week’s session continued our technical development in Unity, especially focusing on how to build interactive flows using buttons and scene transitions — something that will be very useful for my multi-scene AR portfolio concept.


Key Things We Learned

1.  Switching Between Scenes

We learned how to create multiple scenes in Unity and connect them using UI buttons. By adding all the scenes into Unity’s Build Settings, we were able to:

  • Load one scene from another using a script

  • Navigate between a main menu, content scenes, or AR scenes

This is an important skill for building layered user experiences — like in my project where users switch between “Artistic Me,” “Sporty Me,” and “Professional Me.”


2. Creating a Menu Page

We also learned how to:

  • Design a menu interface

  • Position UI buttons exactly where we want them on screen (using anchors and canvas tools)

  • Apply scripts so each button loads a specific scene when clicked

It helped me understand how to plan the user journey visually — giving users a clear starting point or hub to navigate from.


3. Controlling Panels with Button Press

Another thing we did was learn how to show or hide UI panels using code. We added a panel that:

  • Is hidden by default

  • Appears only after a button is pressed

This gives more control over when certain information or UI elements are visible. It’s something I’ll apply to my portfolio when showing project info or artwork explanations — only when the user clicks.


Why This Matters for My AR Project

These skills are directly aligned with what I need for my multi-avatar scene structure:

  • I’ll use scene switching to jump between different environments (Art, Sport, Career)

  • Menus and back buttons will help control navigation

  • Panel visibility scripting will let me keep the screen clean until needed


๐Ÿ’ก Week 7: Testing AR on iPhone with MacBook (iOS Build Setup)

Date: 4 June 2025
Module: MMD60204 – Experiential Design
Focus: Unity Build for iOS + Real Device Testing


This week marked an important step for me — we finally started setting up our AR project to run on our mobile phones. Since I’m using an iPhone 14, I couldn’t test AR builds on Windows previously, so this week we switched to using the MacBooks provided by the university.


Setting Up Unity for iOS

In this session, we learned how to:

  • Configure Unity’s build settings for iOS

  • Set the correct bundle ID and provisioning profile

  • Use Xcode to deploy the AR project to our phones

This was my first time doing this process, so it took some time to understand how everything links together — but once set up, it worked!


Running AR on My iPhone

After building the scene and connecting the iPhone, I was able to:

  • Launch the Unity project directly onto my iPhone 14

  • Use the camera to scan an Image Target

  • See the 3D object appear in real-time AR on my device



It was really satisfying to see my scene come to life on an actual phone. It gave me a better sense of how users will experience the project in the real world — not just in Unity's preview window.


Why This Matters for My Project

Since my final concept is a mobile AR portfolio, testing on the actual device is essential. I need to make sure:

  • The UI and 3D models are the right scale

  • Buttons are responsive

  • Animations load smoothly on iOS

  • Image tracking works in different lighting conditions

This session gave me a head start on all of that.

๐Ÿง  Week 8: Adding UI Navigation to AR in Unity (Mac/iOS Build)

Date: 11 June 2025
Module: MMD60204 – Experiential Design
Focus: UI → AR Scene Transitions for iOS Devices


This week, we continued working on the MacBook Unity setup for iOS, building on what we started last week — which was mainly focused on getting AR tracking to run on iPhone.

Now that the basic scanning was working, we moved forward by adding UI pages and buttons to create a more complete user experience.


What We Implemented

  • UI Interface Page:
    We created a simple main menu interface using Unity UI tools. This included a start screen with buttons that guide the user into the AR content.

  • Button Navigation:
    We coded buttons so that pressing one would trigger a scene transition — for example, from the welcome screen to the AR scanner scene. This is similar to what I’ll need in my final project, where users move between the 3D avatar menu and themed portfolio spaces.

  • Build & Test on iPhone:
    After integrating the UI, I exported the updated build to my iPhone 14 using the MacBook and tested the full flow:

    1. Open app

    2. Tap "Start" button

    3. Enter AR scene and begin scanning

    4. See AR content appear

Everything worked smoothly, and the test gave me a clearer idea of how to polish the transitions for real users.


Why This Is Important for My Project

My AR portfolio is designed to feel intentional and guided. I don’t want users to be dropped straight into AR — I want them to start with a clean intro screen that invites them to explore.

This week helped me:

  • Understand how to manage scene loading with buttons

  • Think about entry points and flow between scenes

  • Make my AR experience feel more like an actual app

๐Ÿ—️ Week 9: Plane Tracking & GitHub Collaboration

Date: 18 June 2025
Module: MMD60204 – Experiential Design
Focus: Markerless AR (Plane Tracker) + Project Sharing with GitHub


This week’s session introduced two key areas that can take our AR development further:

  1. Plane tracking for more immersive, markerless experiences

  2. Using GitHub to manage and collaborate on Unity projects


Using Plane Tracker in Unity

Instead of using an image marker, we learned how to apply Vuforia’s Ground Plane tracking. This allows AR content to be placed directly on real-world surfaces (like a floor or table), making the experience feel more natural.

We practiced by placing a virtual house-like object onto a detected plane. Key things I learned:

  • How to enable device tracking and set up the plane finder

  • How to position and scale objects so they appear correctly in the environment

  • How to tap on a surface to place the object where the user wants it

This technique can create more open, exploratory AR experiences — useful for games, education, and real-world simulations.


Version Control with GitHub

After that, we were introduced to GitHub, a platform for storing and collaborating on code and Unity projects. This is especially helpful if you’re working in a group, since it allows:

  • Multiple people to sync their progress

  • Saving and backing up versions of the project

  • Avoiding file conflicts when working at the same time

Although I’m working solo for my final project, it’s still useful to know how Git works, especially if I want to:

  • Keep my own project organized

  • Experiment with different versions safely

  • Possibly collaborate with others in future modules


Relevance to My AR Portfolio

For now, I’m sticking with image tracking for my portfolio project (since the name card is a key entry point), but knowing how to use plane tracking gives me options if I decide to turn the 3D avatar menu or environments into more spatially anchored scenes in the future.

And GitHub is something I might start using to backup my work across devices or share it during presentation.

๐Ÿ“ฑWeek 10 :  UI Button Building for Video

Date: 25 June 2025
Module: MMD60204 – Experiential Design
Focus: UI Button Building for Video

Based on last week's file, create a UI button for the building and embed a video that can play/pause. Also, when the wall is clicked, the video will appear.

๐Ÿ”Week 11 onwards : Consultation

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