Experiential Design: Task 01
| 22.04.2025 - 13.05.2025 (WEEK 1-WEEK 4)
| Tang Chin Ting [ 0366473 ]
| Experiential Design/ Bachelor of Design in Creative Media| Trending Experience
INSTRUCTIONS
LECTURES
Lectures & Exercises
Week 01:
In the first week of this module, Mr. Razif gave us a detailed briefing on the task assessments and marking guidelines. He also shared several reference projects completed by previous seniors, many of which were quite interesting and inspiring.
However, seeing their work made me a bit anxious about choosing a topic for my final project and figuring out how to execute it using Unity. Since this is our first time working with the platform, I find it quite challenging to keep up with each task. Still, I’m confident that Mr. Razif will guide us step-by-step and help us gain a solid understanding of how to use Unity effectively.
Week 02:
For this week's experiential design class, our group conducted a detailed journey mapping activity focused on Sunway Lagoon Malaysia, one of the most popular theme parks in the country. This activity allowed us to put ourselves in the shoes of a visitor and examine the entire user experience from arrival to exit. We identified key touchpoints, pain points, gain points, and proposed solutions to improve the overall experience.
The goal of this task was to understand how users interact with a service space over time and how design thinking can help improve usability, convenience, and satisfaction throughout their journey. Here is our final outcome for the journey map:
Figure 1.1: Sunway Lagoon Journey Map
Figure 1.2: Sunway Lagoon Journey Map
Figure 1.3: Sunway Lagoon Journey Map
Figure 1.4: Sunway Lagoon Journey Map
Through this journey map exercise, we developed a better understanding of how every stage of a visitor’s day at Sunway Lagoon can be enhanced using thoughtful UX interventions. Most of the pain points stemmed from waiting times, lack of information, or navigation difficulties—issues that could be effectively addressed through technology and service design strategies.
This activity sharpened our skills in empathy mapping, systems thinking, and UX problem-solving. It also highlighted the power of collaborative brainstorming and visual mapping tools like Miro in user research and service design.
Week 03:
Activity 01: XR Experience
This week, we explored how Extended Reality (XR) can be used to preserve and promote traditional Malaysian culture, specifically through Batik fashion. Our lecturer introduced us to the Batik XR experience, which allowed us to interact with a traditional Batik outfit in a modern, digital environment.
Figure 2.1: Batik XR Experience
We were instructed to scan a special QR code using our smartphones. Upon scanning, a Batik XR model appeared in AR, allowing us to view the figure in our physical environment using the phone screen. Besides, we could place the Batik XR figure anywhere—on a table, in the air, or on the floor. This activity offered an insightful and enjoyable way for us to immerse ourselves in XR technology.
Activity 02: Design XR Experience
After completing the individual activity, we moved on to a group task where we were asked to explore possible AR experiences for three different scenarios, such as a shopping mall, gym, and kitchen. Our group decided to focus on designing an AR experience for a gym environment. Below is our presentation slide showcasing our concept:
Figure 2.2: Class Activity AR Experience for Gym Environment
We aim to create an AR guide for new gym members to help them easily understand how to use each piece of equipment. Additionally, we designed a feature where, if the app detects the user performing an exercise incorrectly, it will trigger an audio or visual alert to correct them. This ensures users follow the proper steps and avoid mistakes during their gym sessions.
Activity 03: Marker-based XR experience
The first step is to open Unity and visit the Vuforia website to create a license key. This license is necessary for enabling Vuforia AR features within Unity. Once the license is created, we can upload the image that will serve as the target. When the image is recognized through the camera in Unity, the 3D cube we designed will appear on top of it.
Figure 3.1: Create a License in Vuforia
Next, we move on to Unity. In this step, we upload an image into Unity and create a 3D cube, which we position on top of the image target. When we run the program and present the image in front of the computer’s camera, the cube will appear over it and move accordingly as the image moves. I've chosen this picture.
Figure 3.2: Target Picture
Here is my final outcome in Unity. This activity was quite interesting, as it was my first time creating an XR experience on my own. Although it's just a simple cube, I see it as a great starting point. I’m motivated to keep improving and aim to create a more engaging experience for my final project.
Figure 3.3: Final Outcome for Unity Briefing Activity
Figure 3.4: Final Outcome for Unity Briefing Activity
Week 04:
Building on the activity we completed last week, this week we continued designing the cube by adding a bouncing animation. After setting up the continuous bounce, we then created buttons that allow us to stop and play the animation, giving us basic interactivity within the XR experience.
We started by making the cube bounce continuously by adding an animation to it. This step was relatively straightforward, as the process felt quite similar to creating animations in After Effects.
Figure 4.1: Create Animation Timeline for The Cube
Figure 4.2: Cube Bouncing Video Showing
Next, we created two buttons and linked them to the cube. We set them up so that when the 'Stop' button is clicked, the cube stops bouncing, and when the 'Play' button is clicked, the cube resumes its bouncing animation. Here is the video showing:
Figure 4.3: UI Button Video Showing
Overall, this week’s activity was a valuable step forward. It strengthened my understanding of Unity’s animation tools and user interface system, and gave me a sense of how interactivity can enhance an XR experience. I look forward to applying these skills to more complex elements in the future.
SUBMISSION
Task 01: Trending Experience
Instructions:
- We are given a series of exercises that explore the current, popular trend in the market to give them a better understanding of the technologies and the knowledge in creating content for those technologies.
- We will conduct research and experiments to find out the features and limitations, which will later allow them to make a decision on which technologies they should proceed with in our final project.
Requirements:
- To complete all exercises to demonstrate understanding of the development platform fundamentals
- To write a short reflective report on their blog based on their findings.
- To propose 3 potential ideas for their project.
To begin this task, we first needed to research a current popular trend in the market, as this would help us gain insights and inspiration for the ideas and technologies we want to incorporate into our final project.
Instagram 3D Filter
Such a known as Instagram is a popular social media platform for users to share their real-life experiences and interesting stories about their lifestyle.
One of the AR experiences that I find most relevant and inspiring is the use of 3D interactive filters on Instagram. As a widely used social media platform, Instagram plays a big role in how we communicate and share our real-life moments with others. It's not just a place to post photos or stories—it has become a creative space where people express themselves in fun and immersive ways. Personally, I use Instagram regularly, and 3D filters are something I often interact with, especially when recording videos for stories or reels. These filters, built using Meta’s Spark AR, are not just visual effects—they can respond to facial expressions, movements, or even environmental cues, making the experience feel dynamic and alive.
Here are some examples of the 3D filter:
Figure 5.1: Examples of IG 3D Filter
What I find particularly inspiring is how accessible and engaging these filters are. Anyone can become a creator and design their own filters, which opens up so much potential for artistic expression and storytelling. I’m often surprised by the creativity of some filters—for example, ones that transform your face into a 3D character, react to music, or even change based on your surroundings. This kind of playful interaction adds a layer of personality and fun to everyday communication. I also find it valuable how these AR experiences can be both entertaining and purposeful, such as promoting brands, raising awareness for causes, or simply bringing joy to others.
Figure 5.2: Examples of IG 3D Filter
Exploring Instagram’s 3D AR filters has definitely sparked ideas for my final project. It’s shown me how technology and creativity can come together to build meaningful, interactive experiences. I’m inspired to explore how AR can be used not just for fun, but also to connect with users on a deeper level, maybe through storytelling or immersive visuals that reflect personal lifestyles or cultural themes.
Limitations
3D filters on Instagram offer engaging and creative ways to enhance user interaction, but they also come with several limitations. One of the main challenges is the technical constraint on file size and performance—filters must remain under a specific size (typically under 4MB) to ensure they load quickly and run smoothly across a wide range of mobile devices. This restricts the level of detail that creators can include in 3D models, textures, and animations. Additionally, platform restrictions imposed by Meta limit the types of content allowed, preventing anything political, violent, or misleading. Creators are also confined to using only Instagram and Facebook for distribution, and the filters can’t be shared or integrated across other AR platforms.
Another major limitation is the level of interactivity and creative freedom. While Spark AR supports facial tracking, tap gestures, and some scripting, the capabilities are still basic compared to more advanced AR engines like Unity or Unreal Engine. Real-time data, voice control, or dynamic content integration aren’t currently supported, which narrows the scope for building complex or responsive experiences. Additionally, user engagement is often short-lived, with most interactions happening briefly in Stories or Reels, making it difficult to convey deeper narratives.
Lastly, creators face challenges in analytics and discoverability, as Instagram only provides limited performance data, and there are few tools to promote or analyze how users truly engage with a filter beyond basic stats like views or shares.
3 Ideas for Final Project
Continuing with this task, we were asked to come up with three potential ideas for our final project. During the first week's lecture, Mr. Razif showed us examples from previous seniors, which gave us a clearer understanding of the project expectations and helped us decide on possible topics.
He also gave us the option to complete the task individually or in pairs, so Ming En and I decided to work together. Once we each finalize our ideas, we will combine and discuss them to decide on our final topic.
Here are my potential ideas for the final project:
Figure 5.3: Final Project Ideate Proposal
After receiving feedback from Mr. Razif, we were advised to rethink and come up with three new ideas for our final project. Ming En took the initiative and proposed four ideas. We then presented them to Mr. Razif for further feedback. He suggested we proceed with Taylor's Direction AR Experience, while the museum concept could serve as a backup plan. However, he also noted that Taylor's idea might be technically challenging for us to complete.
Final Idea:
AR Campus Companion
Problem Statement:
When new students navigate the large university campus often experience confusion and stress because they are in unfamiliar buildings or services. Traditional campus maps and signboards can be overwhelming or insufficient. Additionally, students may miss out on helpful tips or engaging experiences that could ease their transition and foster campus connections.
Concept:
An AR app that helps new students navigate campus by scanning key landmarks (e.g., library, cafeteria, classrooms) to get instant guides, facts, or helpful tips.
User Experience Flow:
1. User scans a building or QR marker near the location
2. AR will overlay shows the building name, information of the building (e.g., Cafeteria peak hours: 12–2PM, avoid for faster service.)
3. Navigation arrow to next spot (e.g., from library to E7.14 classroom)
4. Playful Feature: After scanning a location, users will see the yellow duck, a treasure, or a little monster appear. They can tap to collect them, and after collecting a certain amount, they can earn badges of varying levels.
Target Audience: Taylor's students & visitors
FEEDBACK
Week 02:
After discussing our ideas, we narrowed them down to three concepts. The first, ‘Everyday Magic,’ lacks information, so we didn’t present it in much detail. The second idea involves scanning an object, like headphones, to reveal the user’s playlist, but we realized it’s quite similar to just opening Spotify directly. Finally, the idea of scanning clothes was more complex and would be difficult to execute using 3D elements, making it less practical to proceed with. We were suggested to come up with three new ideas that are more applicable to real life and manageable within our current capabilities.
Week 03:
This week, we came up with three additional ideas. Mr. Razif suggested that we focus on Taylor's Guide app as the main project, with the others as backups.
REFLECTION
While working on the Experiential Design exercises, I got a better understanding of how augmented reality (AR) could be employed to transform ordinary, day-to-day interactions into rich, immersive, and evocative experiences. Perhaps the most significant takeaway was that AR platforms like Unity and Vuforia are now so accessible that I can prototype engaging XR experiences using basic assets like 3D cubes or 2D animations. I was impressed by how natural the animation process in Unity felt, especially compared to something like After Effects, showing that motion design principles carry over to platforms.
My personal experience through these exercises was thrilling and revealing. Twirling up a bouncing cube that would react to play and stop buttons may seem simple, but it was my first concrete interaction with interactive XR objects. It finally clicked for me how visual design and coding logic must be combined to create a seamless user experience. It was also rewarding to see how visual storytelling, sound, and interaction could all be interwoven to enhance emotional connection within a space beyond the screen.
A major insight was the way in which little animations or subtle effects could go a long way towards making an experience feel magical and responsive. This insight, together with the technical problems I faced, influenced my thought process on the direction of my final project. I now see experiential design as more than visually-oriented work but as an interdisciplinary effort that incorporates design thinking, story, and real-time interaction.
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