Experiential Design / Task 2: Project Proposal
Natalie Chu Jing Xuan, 0354589
Experiential Design, Bachelor of Design (Honours) in Creative Media
Task 2: Jointed Project Proposal
Table of Contents
Module Information Booklet (MIB)
Fig.1 Module Information Booklet (MIB)
Lectures and Tutorials
Week 5/ Screen Prototyping
In Week 5, we continued developing our AR project by adding video playback. Now, when the camera detects the image target, a video will appear on top of it. We also started learning how to add interactivity using code in Visual Studio Code. For the tutorial task, we coded a button that, when clicked three times, causes the cube in the video to “explode.” We used an explosion animation that we found from the Unity Asset Store, which added a fun and dramatic effect to our AR experience.
Fig.2.1 Week 5 Tutorial
Week 6/ User Interactions
In Week 6, we had an online class where we learned how to create different scenes in Unity to make our AR project feel more like an app. We designed a simple home page with two buttons: “Launch AR” and “Credits,” and also created a separate credit page. On the AR camera page, we added an info panel that can be shown or hidden with a button. This helped us understand how to structure navigation and user interface in an AR application.
Fig.2.2 Week 6 Tutorial
Task 2: Jointed Project Proposal
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.
Submission requirements:
- Slides submitted as .pdf format
- Online posts in your E-portfolio as your reflective studies
Task 2 Ideation
This task involves combining individual ideas into one cohesive project, with clear planning and concept direction. After discussing with Mr. Razif, Xiang Lam and I decided to merge our ideas: my concept of an AR Vocabulary Learning App and his idea of an AR Animal Sound Book. Since both ideas target young children, we realized they could complement each other well.
Mr. Razif advised us to enhance the idea further by adding gamification features to make the learning experience more engaging and fun. With that in mind, we began brainstorming ways to combine interactive vocabulary learning with visual and audio elements like animal sounds, all wrapped in a playful, child-friendly AR environment. Therefore, we came out with this first draft of our combined idea - AR Wonder Words:
Fig.3.1 First Draft Proposal Document
AR Wonder Words
AR WonderWords is a fun and interactive learning app for kids aged 4–10. Using Augmented Reality (AR), it brings animal flashcards to life with 3D animations, real sounds, and multilingual word translations. Children can scan a flashcard to see the animal appear, hear its sound, and learn how to say its name in different languages. They can also play mini-games like spelling and sound matching to reinforce what they’ve learned.
This app turns language learning into an exciting, hands-on experience that keeps children engaged and helps them remember better.
Our Goals
- To support early multilingual vocabulary learning in a fun and interactive way.
- To encourage active learning and parent-child engagement through AR flashcards and mini-games.
- To improve vocabulary retention through 3D visuals, sounds, and gamified learning
Our target audience includes children aged 4 to 10, who learn best through fun, interactive, and sensory-rich activities. They are curious and easily engaged by visuals, sounds, and games, making AR a suitable tool to support their learning. We also considered parents and caregivers who are actively looking for engaging and educational tools to support their child’s early language development at home. Lastly, preschool and primary school educators are also part of our audience, as they are constantly seeking innovative and interactive technologies to enhance classroom learning.
User Personas
With these three key target groups in mind, we created three user personas to better understand their needs, pain points, goals and values.
Fig.4.1 User Persona 1: Emily Tan |
Fig.4.2 User Persona 2: Sarah Lim |
Fig.4.3 User Persona 3: Aina Yusuf |
User Journey Map
After creating the three user personas, we developed user journey maps to better visualize their experiences. We created two separate journey maps: one showing their experience before using the AR app, and another showing their experience after using the AR app.
This helped us identify their pain points, emotional states, and how our app could bring positive changes by offering a more engaging and effective learning experience.
Fig.5.1 User Journey Map before using AR app |
Fig.5.2 New User Journey Map after using AR app |
Visualization Design Planning
For our visualization design planning, we chose a clean and playful aesthetic to appeal to our young target audience. We used Nunito for headings to give a friendly and rounded feel, while Poppins was used for body text for its clarity and readability.
Our color palette includes soft, warm tones and vibrant accents:
Fig.6.1 Colour Palette |
This combination creates a child-friendly yet modern and organized visual style.
Fig.6.2 Moodboard |
Figma Mockup Process
Moving on to the Figma mockup process, we began by designing the app layout and user interface. To help visualize how the AR elements would appear, I searched for suitable 3D models and found a 3D tiger asset on the Unity Asset Store, which we plan to use as one of the vocabulary visuals in the app. This helped us better plan the spatial layout and interaction flow between the app UI and AR content.
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Fig.7.1 3D Tiger assets from Unity Asset Store |
Then, we began designing the mockup in Figma, focusing on a simple and intuitive interface suitable for children. We created screens for the vocabulary selection, AR camera view, and mini game session. The layout was kept clean with large buttons, vibrant visuals, and minimal text to ensure easy navigation and an engaging experience for young users.
Fig.7.2 Figma |
Task 2 Final Submission:
Google Drive:
https://drive.google.com/drive/folders/122v92m0OUCOsaSSwihL2b2L_lr69Bzix?usp=sharing
Click HERE to view our Final Proposal Document:
Fig.8.1 Final Proposal Document
Click HERE to view our Canva Slide:
Fig.8.2 Canva Slide
Click HERE to view our Presentation Video:
Fig.8.3 Presentation Video
Figma Mockups:
Fig.8.4 Figma Mockups
Reflection
Working on this project has been a meaningful and eye-opening experience. It allowed me to explore how AR technology can be used not just for entertainment, but also for educational and child-friendly purposes. Throughout the process, from brainstorming ideas and forming user personas to creating user journey maps and designing the mockups, I gained a deeper understanding of how to approach a design problem from the user's perspective. Designing for young children especially made me realize how important it is to keep things simple, engaging, and interactive.
Collaborating with Xiang Lam, was also a key part of the learning experience. We combined our ideas into one unified concept that not only teaches vocabulary but also incorporates animal sounds and gamification, making learning more fun and meaningful. The feedback from Mr. Razif helped us see the importance of adding more interactive elements beyond just scanning. It reminded us to always think ahead and consider how to keep users engaged throughout the experience.
This project improved both my technical and design thinking skills. I became more confident in using tools like Unity, Figma, and applying what I’ve learned about AR interaction design. Most importantly, it taught me how to create with purpose by understanding users' needs and creating something that brings value to them.
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