Experiential Design / Task 2: Experience Design Project Proposal
2025.05.18 - 2025.06.03 Week 4 - Week 7
Teh Ming En/0364908
Experiential Design-Bachelor of Design (Honours) in Creative Media--Taylors University
Instructions
Class Activity
Week 5: Unity Tutorial
In Week 5 of the Experiential Design class, we explored Unity's basic
interactive functionalities by following a hands-on video scripting
tutorial. The main focus was learning how to create simple UI buttons and
link them to actions within the scene. We have practiced video scripting,
created buttons - stop and play, made the cube disappear after clicking it,
and added a disappearing effect after clicking button 3 times.
Fig 1.1 Video Scripting
First, we learn how to script the video.
Fig 1.2 Created Buttons - Stop and Play
After that, we implemented "Play" and "Stop" buttons to control animations
or object behaviors.
Fig 1.3 Cube Disappears After Clicking
Next, we added functionality that allowed a cube to disappear when clicked.
Fig 1.4 Adding Effect After Click 3 Times
Fig 1.5 After Showing the Effects, Video Disappears
Finally, we created a feature where the cube would disappear permanently
after being clicked three times, which required us to use a counter and
conditional logic in the script.
This task helped me understand how scripting controls user interaction and
enhances the immersive experience. I found the tutorial both challenging and
interesting, especially in understanding how code interacts with UI elements
and game objects. It gave me a better appreciation for how small interactive
elements contribute to an overall engaging user experience in interactive
design.
Week 6: Unity Tutorial - Scene Navigation
Fig 1.6 Scene Navigation
In the Week 6 class, we learned how to create multiple interactive buttons
in Unity that allow users to navigate between different scenes. It is
similar to the navigation flows we previously built using Figma prototypes.
This lesson introduced us to two methods of implementing scene transitions:
through scripting and by directly configuring the button functions using
Unity’s built-in interface. Specifically, we used the On Click feature to
assign scene-loading functions to buttons. I created a basic menu interface
with options, which are “Menu” and “Credits.”
This activity enhanced my understanding of how user interface elements are
connected to scene management in Unity. I appreciated the flexibility of
both methods. The scripting allows for more control and logic, while Unity’s
interface offers a faster, visual way to set up navigation. Overall, this
session helped bridge the gap between prototyping and actual development,
and it gave me a deeper understanding of how interactive flows are
implemented in real applications or games.
Task 2: Experience Design Project Proposal
In this task, we are required to build upon the topic and idea we developed in
Task 01 and turn it into a complete and detailed app proposal. The focus is on
deepening our understanding of the user experience by analyzing our target
users, clearly identifying their needs, and crafting a strong problem
statement. We also need to define the app’s main goals and objectives, and
demonstrate how it can provide a more meaningful and interactive experience.
Additionally, we will create a full user-flow chart that maps out how users
will interact with the app step by step.
The proposal must include:
- A clear explanation of the project idea
- Analysis of target users and identification of their needs
- A problem statement that defines the core issue the app aims to solve
- Defined project goals and objectives
- User journey map
- Propose solution
- Sketches and mockups
My group decided to go with the Idea: AR Campus Companion.
Idea:
We decided to create an AR-enabled app that helps users to recognize, learn
about, and navigate the campus through visual markers and AR.
Problem Statement:
When new students navigate the large university campus, they 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.
Project Overview:
This proposal presents AR Campus Companion, an augmented reality application
designed to assist students and visitors in navigating Taylor's University
campus. The project aims to transform a stressful experience into a guided,
engaging, and delightful journey by integrating AR navigation and playful
discovery features.
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.
Project Development Progress
Fig 2.1 3 User Personas
Fig 2.2 User Journey Maps - Before & After AR Guidance
Based on our concept, we identified our primary target users as freshmen at
Taylor’s University, while visitors and staff members serve as our secondary
audience. To better understand user needs and behaviors, we created three user
personas and designed a user journey map. This journey map will compare the
current experience of exploring the campus without guidance to an enhanced
version that integrates an AR route guide.
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| Fig 2.3 Route Image |
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Fig 2.4 Route Image |
After that, we moving on to mock-up design. We decided to design one route
first which is from the Library to The Grand Hall. Chin Ting and I took some
photos along the path and used them as part of a mock-up to show a more
realistic and contextually accurate prototype that better reflects the actual
campus environment.
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Fig 2.5 Design Prototype - Figma |
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| Fig 2.7 Design Duckie - Illustrator |
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Fig 2.8 Design Duckie - Illustrator |
For the playful feature, we also designed the duck illustrations in Adobe Illustrator and included them in our mock-up.
Submission
Fig 3.1 User Journey Map - Miro
Fig 3.2 Final Prototype - Figma
Fig 3.3 Final Proposal Document
Fig 3.4 Presentation Slides
Fig 3.5 Presentation Video
Presentation Youtube Link: https://youtu.be/e61fDAaFIdM
Submission Google Drive Link: https://drive.google.com/drive/folders/1SWV3tzOLkHF33Xi_cyfTvHMNs9jE9s7f?usp=sharing
Reflection
Through this task, I am struck by the depth of learning and personal growth I experienced. This phase not only honed my technical skills but also deepened my understanding of user-centered design principles.
Building upon our initial idea from Task 01, my group proposed the "AR Campus Companion" app. This AR application aims to assist new students in navigating Taylor's University campus by providing visual markers and AR-enhanced information. I learned about the challenges that freshmen face, such as confusion and stress caused by unfamiliarity, and developed a problem statement to address these issues. Our proposal included the analysis of target users, defined project goals, and a detailed user journey map.
This task allowed me to apply the knowledge to practical scenarios to enhance my problem-solving abilities and technical proficiency. Collaborating with my teammate on the project fostered a sense of teamwork and shared vision. Looking ahead, I am excited to further develop this concept, integrating more advanced AR features and user feedback to create a truly immersive campus navigation experience.




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