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DVB303 Design Portfolio Alyssa Berdar | N11026502

Week One

Visual Research

Week Two

Experiment One Technology Research

AR allows us to alter how we perceive elements in our daily lives, and I sought to understand more about how this emerging technology accomplishes this.

Similar Projects

Nakamir Augmented Reality Assistant

The Nakamir Augmented Reality assistant provides instructions that help with providing knowledge on certain tasks (Nakamir Augmented Reality Assistant. 2015). This project allows for its users to even develop their own training videos that can be shared and uploaded to the cloud for other individuals to utilise. This is all accomplished through an AR headset which is used to view the assistant. The notion of an AR assistant or using AR as an assistant to accomplish certain tasks was something I was intrigued by and wanted to incorporate into my first experiment.

SARA AR

The SICK Augmented Reality Assistant (SARA) enables visualisation of sensor data directly where the sensor is used. The SARA app brings together recorded sensor data and the real environment on the screen of the mobile end device. Data visualisation speeds up troubleshooting and facilitates commissioning, for example by displaying warning fields and sites of object detection.

Experiment One Outcome

For my experiment I wanted to focus on working with animated illustrations made through Live2D and augmented reality through the use of applications such as Adobe Photoshop and EyeJack. I was inspired by the works of........ as well as the stylised genre seen in the examples provided within the lecture slides. Furthermore, I looked towards the types of entertainment available within modern society, the biggest factor being streaming. From these two ideas, I wanted to discover how our relationship with technology may evolve, leading to AR companions. In summary, my intention was to employ augmented reality to integrate digital “humans” into areas of real life.

Reflection of Experiment One

As I have practiced utilising programs such as Adobe Character Animator and Live2D previously, I feel as if I have improved from my original tests when it comes to rigging 2D parts. I am satisfied with the style and flow of movement that the character is able to produce within this experiment with augmented reality. In future experiments, I would like to go out of my comfort zone a bit more when it comes to designing and developing characters. For the AR aspect of this, I used EyeJack to create the augmented reality experience as all I needed was to import a simple animated gif into the application. For this animated gif, I had to import the green-screened video of the model moving into Adobe After Effects to make it transparent, which was an aspect I struggled with as I was not familiar with After Effects at all. I inevitably had to import each frame of the video into Photoshop and export it as a moving image (gif) there, which was a long process. I ran into some issues with not having enough memory, but this problem was easily solved by allowing PhotoShop to have access to more RAM. To challenge myself more, for my future projects I would like to try using the features Adobe Aero provides as it was an option I was considering for experiment one, though ultimately opted for EyeJack due to its user-friendly user interface.

Week 3

Experiment Two Technology Research

For experiment two, I decided to develop a digital prototype and mockup of a company website that implements NFC game "cards" into products. These card would be provided within the packaging of a game, and it would provide information to the user about the product being sold. Much like the previous experiment, the applications that will be utilised are Adobe PhotoShop, as well as Adobe CC to provide mockup templates for the products.

Similar Projects

Amiibo Figures

https://www.nintendo.com/amiibo/

Amiibo figures are a mainstay of Nintendo's gaming collection. They employ NFC tag technology to effortlessly integrate physical objects into their games. These products, for example, allow buyers to redeem in-game goodies while simultaneously giving a real component of a figure. To be recognisable in my experiment, I wanted the products in my digital mock-ups to resemble something akin to the NFC tag technology that could be implemented into EB Games products.

Translink Bus Timetables

https://translink.com.au/plan-your-journey/nfc

Similarly, Translink services also offer a similar service of using NFC tags to transfer bus timetable data to mobile devices. It is as simple as tapping your phone to a NFC block located at each bus stop. I plan to visualise something similar, yet smaller for experiment two that can be implemented into the products.

UNIQLO UHF RFID Tags

https://www.huayuansh.com/uniqlo-global-stores-applied-rfid-tags/

Alongside researching NFC Tags, I noticed that UNIQLO utilised a similar technology known as Radio-frequency Identification (RFID) which works by identifying the clothing product for self checkout, removing the need to scan barcodes. RFID technology works similarly to NFC technology, however, it has a wider range in which the data on it can be transferred. During experiment two, I considered further developing a mock-up for an RFID product, though I realised that NFC would work better due to the amount of products in near-proximity to each other within my chosen client.

Experiment Two Outcome

Photography Experiments

The technology used to shoot these photos were shot on an iPhone 11.

For these experiments, I aimed to achieve an insight into my every day life as part of my pitch was to explore how technology is incorporated into daily life. As a result, many of the imagery is somewhat mundane, but exhibits places and objects that could be integrated with AR to develop immersive experiences with the surroundings around us. I aimed to capture photos that depicted technology and humanity co-existing to develop enticing and exciting interactions, which is a key factor I want to implement into my final project. Photos such as the candle light and lego flower are photos manipulated in Adobe Lightroom, where I played with exposure to the point where the entire mood of the photo is changed. For the candle light, I found it intriguing that the camera lens focused on the flame whilst blacking out the background, creating focus. This is a technique I would like to employ.

Mock-Up Designs

Developing the mock-ups for the NFC tag design, I wanted to keep these simplistic, like how you see maturity rating stickers on dvd covers.
Designs of the NFC cards, simplistic with little icon variations to help consumers gain an understanding.
NFC Tag located inside the case on the bottom right, this sticker notifies consumers to hold their mobile device near this area to download the necessary data for the AR experience.

Reflection of Experiment Two

To develop the digital mock-ups of the NFC tags, Photoshop was the predominant application used. For my first mock-up for experiment two, I wanted to play around with developing the NFC tags and discover what they may look like. A few of the issues I faced when using PhotoShop was predominantly with masking layers and ensuring that the digital art of the mock-ups were placed correctly without much distortion to preserve the quality of the image. Throughout this process, I wanted to try applying this mock-up to my pitch idea of using NFC tags for the products of EBGames. This proved to make my composition a little more interesting, and I believe it improved the first experiment greatly. Despite this, I feel as if I could improve on my compositions by being more consistent with my colour choices, as well as using mock-up templates that work well together. I also think that developing my own 3D mock-ups in Blender would have been more aesthetically pleasing than a 2D template. In my future projects, I would like to implement some sort of 3D aspect to create interest within my composition.

Week 4

Experiment Three Technology Research

Similar Projects

Sony Headphones App

The Sony Headphones app uses badges as a means of getting users to use their audio products, as well as providing settings to help them personalise their experience with their headset. I would like to incorporate similar badge aspects when it comes to developing the UI for this experiment.

The Wardrobe

Context | An application that helps consumers of a clothing retail store gain information about a product through scanning the NFC Tag of the product via the application.

User | Fashion enthusiasts who want to know what a product is composed of.

Scenario | Develop a mobile app that displays the products being sold, their location, and the fibre components they are made up of. This app will offer product codes for easy identification, where the item is located within the store, interactive maps that display the tracing of the product and how it was made through visual stories.

Main Objective | The visuals will consist of visual narratives that display the life cycle of the products of this clothing retailer, ensuring customers know where their garments are being sourced from, helping them make informed decisions.

Experiment Three Outcome

App Logo and Icon

For the application name, I decided to call it The Wardrobe as it seemed to create a more intimate relationship between the user and the app. I aimed to make the logo simplistic and straight to the point – a coat hanger, commonly seen in wardrobes, with a W to act as a callback to the app's name.

App Interface Design

Interactive Garment Traceability Maps

Push Notification Banner and Badge Icons

Typography and Colour Scheme

Futura is used within the application as it is a font that makes content easy to read due to its geometric sans-serif design. When paired with the light blue and white colour-scheme of the application, it provides a sanitised appearance to help convey a modern atmosphere. Rather than using green or other earthy natural colours, I wanted this app to stand out and seem bright and inviting.

Onboarding Screen

User Profile and Settings

Reflection of Experiment Three

Experimenting with user interfaces helped me gain an understanding of how important layout and visuals are when designing for software. I had to think about what icons would make it simple for users to understand the applications functions, as well as how they may be misunderstood and perceived by different people. For this experiment, I think I played it safe by referencing iconology from other social applications such as Instagram and Twitter, though I feel as if I could have gone further by making the icons a little more unique. However, I find that the simplistic icons work well for a fashion-focused application since I wanted the attention to be on the products, rather than the icons taking focus. Other aspects that I would improve on would perhaps be the layout of certain interfaces, most notably the profile UI. I would alter it to be a bit less blue, and perhaps include a third shade of blue to help separate the elements a little better.

Week 5

Project Pitch

Throughout my experiments, I was prompted to investigate how AR may be integrated into our daily lives to improve the consumers experience. My idea consisted of employing AR as an aid to display information about products within a retail setting. I envisioned this developing technology being utilised to aid both visually and auditory when shopping for products. Users can tap their phones on NFC tags, which store the data for the AR that will inform customers on the product's composition (what it is about / made up of) and provide a preview of the product, as well as other information.

General Breakdown

Project Pitch Feedback

  • Narrowing down strengths, weaknesses, opportunities and threats to the project
  • Focus on narrowing the target audience down to a select few personas
  • Add more visual elements to help convey the idea
  • Refine project to a single solution
  • Investigate the wants and needs of the target audience in more detail

Project Research

Concept - A Digital Humanity

My initial idea for this project was to investigate how humanity was imprisoned within the digital world of AR and VR, though as I dug deeper into my research, I realised that it would make more sense to examine coexistence and adaptation alongside these new technologies and how they can the enrich experiences we have with reality.

Personas

Investigating the Needs of the Target Audience

As a new technology, augmented reality (AR) benefits people by allowing them to engage with visual imagery via mobile devices, tablets, and AR headsets. While AR headsets do not appear to be a major deal, technology like as smartphones are readily available, making augmented reality even more accessible. Current augmented reality projects consist of using AR assistants to conduct training as seen in the Nakamir example in experiment one. However, it is assumed that for a retail store environment such as a gaming retailer, many would be using their phones for the experience provided by this project.

Within this gaming retail environment, it can be assumed that through the use of AR, it will help consumers make informed decisions when purchasing products from here for their children by providing an overview of the product they are purchasing. Given that EBGames sells more than just games, but also pop-culture products such as shirts, plushies, electronics, and related items, this AR technology can describe the components of the products as well as provide visualisations outside of their packaging. It is known that currently, AR retail projects seek to increase client product awareness so they may choose more wisely before making a purchase (Cureton, 2023). This will benefit the environment and greatly cut down on refunds and returns for purchases. To make this project inclusive of those who are deaf or blind, I wanted to incorporate both auditory and visual elements as most AR programs have the functionality to provide audio alongside visual elements.

Technical Research

How NFC tags operate and simple setup. This video explores how use these tags to redirect to applications.

Augmented Reality: Holograms to replace computers.

AR used through the use of phones, introducing AR headsets.

AR Assistant with daily tasks. How AR can help guide us through new skills.

Live response AR assistance between peers. Rather than sourcing guidance from a database, the training can be provided through the AR app.

Applications and Materials

Materials

For this particular project, rather than using QR codes to enable users to collect the data needed for the AR experience, I wanted to implement the use of NFC tags (Near Field Communication). These ultimately work faster than QR codes and are easy as tapping a phone to the tag to download the data. Other materials to be used for this project would consist of an iPhone that is compatible with AR programs.

Applications

Applications that will be used will predominantly be Adobe Aero for developing the AR experience, the only setback for this application is that it is only available for IOS devices at the moment, limiting its use. To create the informative graphics for EBGames' products, PhotoShop and After Effects will be used.

Mood Board

Inspired by the cyber genre, I plan for most of my stylistic choices to consist of modern

About the Mood Board

Throughout my mood board, I aimed to piece together an amalgamation of imagery that explored what I wanted to achieve for this project. It predominantly consists of hologram-like imagery that is achieved through augmented reality.

The company "GlitchMind" created the augmented reality card example (Glitchmind, 2020). This product prototype is a Mastercard that allows you to observe things like transactions or rent that you have to pay via the eyes of a phone camera; this is efficient since you can quickly track the things you bought with ease of access. I found this mood board example intriguing and wanted to explore how I could implement something similar for the client for my project.

Leap Motion is an organisation that explores and develops virtual and augmented reality technologies (Martindale, J. 2018). They demonstrated how its translucent user interface can be moved, minimised, tapped, touched, and dragged to whatever location the user desires. These features would enhance user experience through the interactive aspect of the design Leap Motion shows in their product. These features could be implemented into my project as a means to interact with the information they are provided through the augmented reality.

Mortar Studios is an Australian vendor who specialises in developing 3D characters for AAA games, film, Augmented Reality (AR), and Virtual Reality (VR) (Mortar Studios, 2013). This piqued my interest as my first experiment explored using animated 2D characters as a way to develop an interaction through augmented reality with real surroundings.

Project Pitch Reflection

During the process of developing the pitch, I wanted to ensure that it was known that I am intrigued in developing an AR assistant for my client, EB Games. My feedback for my pitch was to narrow down my specific target audience to help guide the development, thus I developed two personas that could possibly help lead into my exploration for assessment two. Having developed these personas, I hope to narrow my view to focus on only one of those personas to develop a clear idea of who this AR assistant is meant for. I am currently thinking about the AR assistant being used as a way to help EB Games employees generate easy and understandable responses to customer queries. Although I feel like this notion does need to be refined more as there various factors that this AR assistant could work with. I developed a concept map in response for my project pitch, outlining the various ideas I had for this project. Ultimately, I ended up combining my NFC tag idea with the mobile app idea to come to a refined pitch.

References

  • Android Authority. (2023, May 17). How do NFC tags and readers work? Here’s everything you need to know. https://www.androidauthority.com/nfc-tags-explained-271872/
  • Augmented Reality - architectural presentations. (2015). Architectural Presentations. https://uniqueat.com/augmented-reality/
  • Cureton, D. (2023, May 25). How is Augmented Reality Tranforming the Retail Industry? - XR Today. XR Today. https://www.xrtoday.com/augmented-reality/how-is-augmented-reality-transforming-the-retail-industry/#:~:text=AR%20retail%20initiatives%20aim%20to,refunds%20while%20helping%20the%20environment.
  • Glitch Mind (2020). AR Credit Card Glitchmind.com. https://glitchmind.com/
  • Kuro (2019). AR Soda Information Twitter. https://twitter.com/kuro_40/status/1170289608527163392
  • Martindale, J. (2018, April 26). Leap Motion is pioneering how users interface with menus in mixed reality. Digital Trends; Digital Trends. https://www.digitaltrends.com/computing/leap-motion-ar-menu-prototype/?amp=&epik=dj0yJnU9WkhrSlVnZ3ctT0hxRFJnS1QzeGpGQ0dxVThQN1Y2b2smcD0wJm49RHRJaFdTOUFURTJndVRBdHVQRU5CdyZ0PUFBQUFBR1RjdF9z
  • Mitchelle, A. (2016, March 29). AR and VR offer a new view on the past. Inavate Magazine. http://www.inavateonthenet.net/features/article/ar-and-vr-offer-a-new-view-on-the-past
  • Mortar Studios. (2013). Mortar Studios. Mortar Studios. https://www.mortarstudios.com.au/
  • Morphy Vision AR (Morphy Vision) • Instagram photos and videos. (2022). Instagram.com. https://www.instagram.com/morphy.vision/?pp=1&epik=dj0yJnU9Rmdvd2JMQkszcjRsc2lJanNpWXgwaXdiNm56UFNCTWgmcD0wJm49MkZDM2c1dExXd0RWN0FoVUtfQXZjQSZ0PUFBQUFBR1Rjc3hN
  • Nakamir Augmented Reality Assistant. (2015). Nakamir. https://www.nakamir.com/
  • Software for Integration | SICK Augmented Reality Assistant | SICK. (2023). Sick.com. https://www.sick.com/au/en/sick-integrationspace/software-for-integration/sick-augmented-reality-assistant/c/g555639
  • Zara to Launch Augmented Reality App. (2018, March 17). Dexigner.com. https://www.dexigner.com/news/30842

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