Experiential Design | Task 1: Trending Experience
23/4/25 - 18/5/25 | Week 1 - 4
Iman Mikudim | 0338004 | Section 3
Experiential Design | Bachelor of Design (Hons) in Creative Media
Task 1: Trending Experience
SECTIONS
- Lecture 1: Designing Experiences
- Exercise 1: User Journey Map
- Exercise 2: AR Experience Prototype
- Exercise 3: Marker-Based AR Experience
- Preliminary Research & Experimentation
- Project Ideation
| Feedback
LECTURES
Lecture 1 | Designing Experiences
Experiential
Design:
-
This week's
discussion
centered on the
fundamentals of
Experiential
Design (XD),
including user
mapping and
journey
maps.
-
XD focuses on
creating products,
services, events,
and processes that
prioritize user
experience while
incorporating
culturally
relevant and
meaningful
solutions.
Terminology:
-
The slides
covered a variety
of design-related
terms such as IxD
(Interaction
Design), SD
(Service Design),
UX (User
Experience), UI
(User Interface),
IA (Information
Architecture), BX
(Brand
Experience), CX
(Customer
Experience), and
XD (Experiential
Design).
-
For a deeper look
into these design
disciplines,
visit:
Must-Know
Disciplines in
the Modern
Design &
Tech Universe
User Mapping:
-
User mapping
tools, such as
empathy maps, were
explored to better
understand user
types.
-
Empathy maps help
teams build a
shared
understanding of
the user, which
supports more
informed design
decisions.
Journey
Mapping:
-
Journey maps were
introduced as a
vital element in
experiential
design, helping
visualize a user’s
experience over
time.
-
For detailed
examples and
insights, refer
to: Example Journey
Maps – Smaply
Blog
Experiential Design:
INSTRUCTIONS
Exercise 1 | User Journey Map
In Week 2, we had our
first lecture, which
included a brief
introduction to experience
design (notes can be found
in the 'Lecture' section).
After the lecture, we were
tasked with developing a
User Journey Map that
highlights the gain
points, pain points, and
solutions within our
selected topic. The topic
our group decided to work
on is the "Sunway Pyramid User Journey
Map".
Fig 1.1
Initial User Journey
Map | Week 2
(30/4/25)
This user journey map outlines a typical visit to the mall, from parking to heading home. While there are enjoyable moments like meeting friends and having a good meal, common frustrations include finding parking, navigating the mall, long wait times, and forgetting where the car is parked.
To ease these pain points, suggestions like AR navigation, live parking updates, and digital menus are proposed. These ideas aim to make the mall experience smoother, quicker, and more enjoyable overall.
After creating our initial User Journey Map, Mr. Razif pointed out that it would be best to separate the points into three categories—gain points, pain points, and solutions—like in the example shown above, to make them easier to distinguish.
This user journey map outlines a typical visit to the mall, from parking to heading home. While there are enjoyable moments like meeting friends and having a good meal, common frustrations include finding parking, navigating the mall, long wait times, and forgetting where the car is parked.
To ease these pain points, suggestions like AR navigation, live parking updates, and digital menus are proposed. These ideas aim to make the mall experience smoother, quicker, and more enjoyable overall.
After creating our initial User Journey Map, Mr. Razif pointed out that it would be best to separate the points into three categories—gain points, pain points, and solutions—like in the example shown above, to make them easier to distinguish.
Exercise 2 | AR Experience Prototype
In Week 3, we were tasked
with creating an AR
experience prototype based
on a topic of our choice.
Since we had worked on a
mall experience the
previous week, we decided
to continue with the same
theme for this exercise: a
"Shopping Mall" experience.
Fig 2.1 AR
Experience
Prototype | Week
2
(30/4/25)
Our idea is to enhance the shopping mall experience using Augmented Reality (AR) through a range of interactive and practical features. This prototype showcases four key functions:
- Indoor Navigation: Users can view their current location and follow virtual arrows to find stores or destinations within the mall.
- Store Information Overlay: Through a smartphone, users can access real-time information about nearby stores, such as names, deals, and directions.
- Smart Parking Assistance: The system guides users to available parking spots using live updates and AR indicators.
- Virtual Try-On: Shoppers can preview clothing on a virtual model through their phones, helping them decide on sizes and styles without entering a fitting room.
Exercise 3 | Marker-Based AR
Experience
Following the tutorial provided by Mr. Razif, we were instructed to install and import the Vuforia Engine package into Unity. After setup, I created a database using the Vuforia Target Manager and added an image target—specifically, a picture of a book I own. Mr. Razif advised selecting images with a star rating above 3 to ensure optimal recognition by the AR camera.
-
Target Manager (Create Database): Use this to upload and manage multiple image targets (e.g., posters, book covers, postcards).
-
Add Target Options:
- Image: For flat surfaces like posters or photos.
- Multi-Target: For box-like objects with multiple sides.
- Cylinder: For cylindrical shapes (e.g., bottles).
- Object: For full 3D scanned objects.
- Recognition Tip: Avoid using images rated below 3 stars, as lower ratings reduce detection reliability.
Fig 3.2 3D Object on Image Target | Week 2 (30/4/25)To activate a 3D object, it is necessary to place it as a child of the Image Target, which functions as a marker to activate the object. The 3D object can be edited with scale, position and rotation.
Fig 3.3 3D Object on Image Target w Start-Stop button | Week 2 (30/4/25)
Target Manager (Create Database): Use this to upload and manage multiple image targets (e.g., posters, book covers, postcards).
Add Target Options:
- Image: For flat surfaces like posters or photos.
- Multi-Target: For box-like objects with multiple sides.
- Cylinder: For cylindrical shapes (e.g., bottles).
- Object: For full 3D scanned objects.
Preliminary Research & Experimentation
In this task, I conducted research and exploration
of trending AR
experiences
across various
industries. This helped
me understand their key features, limitations, and overall user impact. These findings will
guide me in making more
informed decisions on
which AR technologies or
features to proceed with
in my final
project.
1) IKEA Place – AR Virtual
Furniture Placement
Fig 4.1
IKEA Place AR
Demo | Week 4 (14/4/25)
Purpose:
An AR app that allows
users to virtually place
true-to-scale IKEA
furniture in their room to
see how it fits and
looks.
Features:
-
Accurate spatial
tracking using Apple’s
ARKit
-
Real-time placement
and scaling of 3D
furniture
-
High-resolution
textures and realistic
lighting
-
User can take
snapshots and share
arrangements
Limitations:
-
Only works well in
well-lit spaces
-
Primarily limited to
Apple devices
-
Furniture is static;
lacks interactivity
(e.g., open
drawers)
Insights for My Project:
I found this valuable for
its focus on utility and
confidence in
decision-making. The
simplicity and visual
accuracy could be useful
if my project involves
spatial visualization or
product previews. However,
device limitations and
lighting sensitivity are
things I need to
consider.
2) Pokémon GO – AR
Location-Based Game
Fig 4.2 Pokémon GO AR Demo | Week 4
(14/4/25)
Purpose:
A game that integrates AR
and GPS to allow users to
catch Pokémon in
real-world locations,
encouraging movement and
exploration.
Features:
-
Uses real-world maps
and locations
-
Pokémon appear in
camera view with AR+
mode
-
Dynamic interaction
(Pokémon respond to
player movement)
-
Community-based
events and
competitions
Limitations:
-
High battery
usage
-
Requires constant
internet and GPS
access
-
Safety risks when
used while
walking/driving
Insights for My Project:
I liked how immersive and
engaging this was,
especially in how it
blends AR with physical
movement. This opens
possibilities for gamified
experiences in physical
spaces. However, the
reliance on GPS and
battery drain could be
problematic for
smaller-scale or
indoor-based projects.
3)
ModiFace by L’Oréal – AR
Makeup Try-On
Fig 4.3
ModiFace by L’Oréal AR
Demo | Week 4
(14/4/25)
Purpose:
Lets users try on
makeup virtually using
facial tracking and
AR—commonly used by
beauty brands online and
in-store.
Features:
-
High-precision facial
recognition
-
Real-time color
adaptation and
lighting
simulation
-
Product integration
directly with
e-commerce
platforms
-
Works in both apps
and browser
extensions
Limitations:
-
May struggle with
extreme lighting or
darker skin
tones
-
Can sometimes appear
artificial under fast
movement
-
Heavy reliance on
accurate camera
calibration
Insights for My Project:
This experience showed
me the potential of
personalisation in AR.
If my project involves
identity,
self-expression, or
customization, this
technology could be very
relevant. I will also
need to consider how
lighting and motion
impact realism.
4) Interactive Product Guide
- AR User Manual
Fig 4.4
User Manual AR Demo |
Week 4 (14/4/25)
Purpose:
Turns printed manuals
into interactive AR
experiences that provide
visual guides to help
users assemble or fix
products.
Features:
-
Object recognition
for product
components
-
Step-by-step visual
instructions overlaid
in AR
-
Interactive callouts
and real-time
animation
-
Can be linked to QR
codes or app-based
triggers
Limitations:
-
Requires precise
alignment with
objects
-
Doesn’t always
recognize damaged or
worn-out items
-
Limited effectiveness
without good camera
calibration
Insights for My Project:
This was inspiring in how
it simplifies complex
tasks. For educational or
assistive design, this AR
method could reduce
cognitive load. I'd need
to test how accurately it
can detect objects in real
time for consistent
use.
5)
Visual Food Preview at
Restaurants - AR Menu
Fig 4.5
Restaurant Menu AR Demo
| Week 4 (14/4/25)
Purpose:
An AR-based dining
experience where users
can scan a QR code to
view 3D visualizations
of the restaurant’s
menu items.
Features:
-
App-less access via
browser
(WebAR)
-
High-quality 3D
renders of
food
-
Helps visualize
portion size and
plating
-
Multilingual and
allergy-tag friendly
UI options
Limitations:
-
Quality varies
depending on phone
camera and
browser
-
Rendering delay on
slower
networks
-
Limited
interactivity
(cannot rotate/move
models in some
versions)
Insights for My Project:
This felt highly
practical and visually
engaging. The clear
presentation of food
helps set user
expectations and can
improve satisfaction.
If my project aims to
create a sensory-rich
experience or guide
user choices visually,
this kind of AR
approach could be very
useful.
Fig 4.1 IKEA Place AR Demo | Week 4 (14/4/25)
- Accurate spatial tracking using Apple’s ARKit
- Real-time placement and scaling of 3D furniture
- High-resolution textures and realistic lighting
-
User can take
snapshots and share
arrangements
- Only works well in well-lit spaces
- Primarily limited to Apple devices
-
Furniture is static;
lacks interactivity
(e.g., open
drawers)
- Uses real-world maps and locations
- Pokémon appear in camera view with AR+ mode
- Dynamic interaction (Pokémon respond to player movement)
-
Community-based
events and
competitions
- High battery usage
- Requires constant internet and GPS access
-
Safety risks when
used while
walking/driving
Lets users try on
makeup virtually using
facial tracking and
AR—commonly used by
beauty brands online and
in-store.
- High-precision facial recognition
- Real-time color adaptation and lighting simulation
- Product integration directly with e-commerce platforms
-
Works in both apps
and browser
extensions
- May struggle with extreme lighting or darker skin tones
- Can sometimes appear artificial under fast movement
-
Heavy reliance on
accurate camera
calibration
This experience showed
me the potential of
personalisation in AR.
If my project involves
identity,
self-expression, or
customization, this
technology could be very
relevant. I will also
need to consider how
lighting and motion
impact realism.
- Object recognition for product components
- Step-by-step visual instructions overlaid in AR
- Interactive callouts and real-time animation
-
Can be linked to QR
codes or app-based
triggers
- Requires precise alignment with objects
- Doesn’t always recognize damaged or worn-out items
-
Limited effectiveness
without good camera
calibration
Purpose:
- App-less access via browser (WebAR)
- High-quality 3D renders of food
- Helps visualize portion size and plating
-
Multilingual and
allergy-tag friendly
UI options
- Quality varies depending on phone camera and browser
- Rendering delay on slower networks
-
Limited
interactivity
(cannot rotate/move
models in some
versions)
This felt highly
practical and visually
engaging. The clear
presentation of food
helps set user
expectations and can
improve satisfaction.
If my project aims to
create a sensory-rich
experience or guide
user choices visually,
this kind of AR
approach could be very
useful.
Project Ideation
In this task, we are
required to propose three potential ideas
for our project, each
accompanied by a clear problem statement
and a proposed solution. These ideas should
address real user needs or
challenges and demonstrate
how AR can be applied
meaningfully. To help
communicate and visualize
each concept more
effectively, mock visuals or
sketches.
Fig 4.1 Project Potential Ideas | Week 4 (14/4/25)
Sofiya and I each brainstormed a few potential ideas for our project. I came up with concepts such as an AR travel phrasebook, an AR sign language tutor, and an AR plant care companion. Sofiya suggested ideas like an AR solar system explorer, an AR storybook, and an AR recipe card with interactive features and animations. After presenting all six concepts to Mr. Razif during our consultation, we discussed the strengths and feasibility of each idea in relation to our skillsets.
Mr. Razif highlighted that the storyboard AR idea—closely related to Sofiya’s storybook concept—was the most promising. He mentioned that it required less animation knowledge and leaned more towards illustration work, which suited our abilities well. He also recommended exploring a flipbook-style pop-up experience to tell a story, and suggested using Adobe Illustrator to design the story pages. Based on this feedback, we decided to move forward with the AR Storybook concept.
Sofiya and I each brainstormed a few potential ideas for our project. I came up with concepts such as an AR travel phrasebook, an AR sign language tutor, and an AR plant care companion. Sofiya suggested ideas like an AR solar system explorer, an AR storybook, and an AR recipe card with interactive features and animations. After presenting all six concepts to Mr. Razif during our consultation, we discussed the strengths and feasibility of each idea in relation to our skillsets.
Mr. Razif highlighted that the storyboard AR idea—closely related to Sofiya’s storybook concept—was the most promising. He mentioned that it required less animation knowledge and leaned more towards illustration work, which suited our abilities well. He also recommended exploring a flipbook-style pop-up experience to tell a story, and suggested using Adobe Illustrator to design the story pages. Based on this feedback, we decided to move forward with the AR Storybook concept.
FEEDBACK
Week 2 (30/4/25)
Specific
Feedback:
-
AR Solar System
& Moon Phases
idea is
boring.
-
AR Sign language
idea is interesting,
but hard to do if
you have poor
experience with
animation.
-
AR Closet may sound
cool as an idea,
however, when
executing it, it
just looks
weird.
-
AR Recipe Book also
needs animation
experience.
-
AR Plant Caretaker
is a possibility,
but you would have
to use an AR marker
to scan for a
specific leaf; you
won't be able to
scan just any plants
to make the app
work.
-
AR Storybook is the
best idea, you can
try a flipbook popup
experience which
tells a story. You
can also use
Illustrator to
design the pages,
and it requires less
animation
experience.
- AR Solar System & Moon Phases idea is boring.
- AR Sign language idea is interesting, but hard to do if you have poor experience with animation.
- AR Closet may sound cool as an idea, however, when executing it, it just looks weird.
- AR Recipe Book also needs animation experience.
- AR Plant Caretaker is a possibility, but you would have to use an AR marker to scan for a specific leaf; you won't be able to scan just any plants to make the app work.
-
AR Storybook is the
best idea, you can
try a flipbook popup
experience which
tells a story. You
can also use
Illustrator to
design the pages,
and it requires less
animation
experience.
REFLECTIONS
Before starting this task, I already had some basic knowledge about user journey maps and empathy maps, so it wasn’t totally new to me. The weekly exercises and getting introduced to Vuforia and Unity were actually pretty simple to understand. The step-by-step practice made it easy to get the hang of how to create AR experiences using image targets and 3D models.
Researching other AR experiences like IKEA Place, Pokémon GO, and Sephora’s ModiFace really helped me see what’s possible with AR. It gave me a better idea of how AR can be used not just for fun, but to solve real problems and improve user experiences. Seeing these examples inspired me to think more creatively about how AR could be applied in everyday life.
Overall, this task helped me build on what I already knew, while also pushing me to learn new tools and think more about designing experiences that actually help users.