Experiential Design: Task 2
5/11/2023
ALTAIFI, LEEN MAAN A (0367698)
Bachelor of Design (Hons) in Creative Media, Taylor's University
Experiential Design
Table of Content
1. Lectures
3. Reflections
1. Lectures
Week 8 (12/12/2024):
Independent Learning week.
2. Instructions & Tasks
Module Information Booklet
- Develop a detailed proposal for your AR app.
- Project Overview.
- Define the problem and project goals.
- Research: Review similar AR solutions and identify gaps.
- Define target audience, personas, and map the user journey.
- Solution Details.
- Visuals: Include sketches and high-fidelity mockups to show the user flow and AR features.
- Creative Directions: Specify theme, color palette, typography, and mood board.
- PDF of Proposal Document: A professional, complete proposal.
- Video Presentation: Briefly present your project idea, flow, and expected impact.
- Reflective E-Portfolio Post: Summarize your Task 2 progress and insights.
My initial project idea was to create a learning and engaging app for children. So the topic I chose is an AR children's Animal Book.
Problem Statement: In this age of technology, young children struggle to engage with books and other traditional learning materials that lack interactivity and stimulation. This makes it hard for both parents and the child, as the parent cannot properly educate their children, and the children cannot gain proper knowledge. By using the right engaging and educational tools that help build children’s curiosity through interactivity, it allows children to learn in a fun manner. In this project, I aim to create an app where children can properly learn about animals and recognize their associated sounds in both an educational and entertaining way using AR.
Project Title: "Guess that Animal! AR"
The app is based on the children’s book “Can You Guess? Animal Sounds” that allows children to guess the animal from the Onomatopoeia word sounds. To elevate children’s experience with this book, I will add an AR layer and turning those animals into reality by making the “Guess that Animal! AR” app.
Fig.2.0: “Can You Guess? Animal Sounds” Book Cover |
Goals:
1. To Develop Auditory and Visual recognition in children by remembering and recognizing animals and their sounds.
2. To Enhance children’s curiosity and the desire to learn by creating a positive association with learning.
3. To Promote Interactive Learning Through AR by creating an immersive and playful learning experience which motivates engagement with educational content.
Target Audience: Children, parents, and kindergarten teachers.
User Personas:
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Fig.2.0: User Persona 1- Child |
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After conducting all the research and documenting it in the proposal document, I worked on the wireframes first to have a rough idea on how the user interface looks like.
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Fig.2.3: Wireframes |
The wireframe consisted of the landing page, home page, AR mode, and quiz modes respectively.
Then, I compiled the mood board and the design direction of the app. Including how the logo looks like, the typography, the graphics, the iconography, buttons, and color palette. Since my target audience is children, I wanted the design direction to be as child-friendly and amusing as possible. Hence the cartoon-ish graphics, vivid colors, and bubbly font.
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Fig.2.4: MoodBoard |
Then, I started working on the high fidelity prototypes, or mock ups, to show how the app would actually look like. I worked on adobe illustrator and illustrated how the main pages would look like.
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Fig.2.6: Hi-fi Prototype Progress 2 |
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Fig.2.5: Hi-fi Prototype Progress 1 |
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Fig.2.10: Hi-fi Prototype Progress 6 |
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Fig.2.9: Hi-fi Prototype Progress 5 |
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Fig.2.11: Mock Ups - Landing, Home, and AR Page |
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Proposal Document Submission
Exp. Design Task 2 Proposal by ALTAIFI, LEEN MAAN A
Proposal Presentation Submission
3. Reflections
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