21/04/2025 - ( Week 1 - Week 4 )
Ho Winnie / 0364866
Experiential Design / Bachelor's of Design Honors In Creative Media
Task 2 : Proposal Development
1. Lectures
Week 5 :
This week in class, Mr. Razif introduced us to the integration of Augmented Reality (AR) with interactive user interfaces, specifically focusing on how to incorporate UI buttons within an AR environment to control multimedia content. One of the main activities involved learning how to use AR UI elements to control the playback of a video — enabling us to start or stop the video by interacting with virtual buttons overlaid in the AR scene. This exercise helped us understand the connection between user input and media control within immersive experiences.
Fig 1.1 Outcome of Exercise 1
As we progressed, Mr. Razif demonstrated how to optimize the interaction by replacing the traditional two-button system (one for play and one for stop) with a single toggle button. This toggle button was designed to switch between the play and stop functions depending on the video’s current state. It made the interface more efficient and user-friendly, reflecting best practices in interactive AR design.
Fig 1.2 Outcome of Exercise 2
For our final hands-on exercise, we explored how to add creative effects to enhance user engagement. We implemented a feature where, after the toggle button is pressed more than five times, the video would not just stop — it would disappear from the scene in a dramatic explosion effect. This task challenged us to use logic and visual effects together, giving us a fun and practical experience in how AR can combine functionality with creativity.
Fig 1.3 Outcome of Exercise 3
Overall, the session was a valuable experience that deepened our understanding of AR interactivity, state management, and multimedia integration, while also pushing us to think outside the box in designing immersive user experiences.
Week 6 :
This week, Mr. Razif guided us through the process of navigating between multiple UI canvas pages in Unity, further enhancing our understanding of interactive user interfaces within an AR environment. The lesson focused on managing scene transitions and button navigation, a crucial aspect of building cohesive and user-friendly applications.
We were instructed to set up and work with three different canvases: the AR canvas (which we had previously created in earlier classes), a main menu scene, and a tutorial scene. Each canvas served a unique purpose in the overall user experience. The AR canvas continued to serve as the core environment where our video and AR interactions took place. To build on this, we were tasked with adding an information overlay that pops up over the video when triggered, providing users with additional context or instructions. A close button was also added to allow users to dismiss the overlay, giving them control over what content is visible.
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| Fig 1.4 AR Canvas UI |
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Fig 1.5 Credits Canvas
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Fig 1.6 Credits Canvas
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In addition to this, we worked on the main menu and credit scenes, ensuring that each button within those interfaces correctly navigated to the corresponding canvas or scene. This involved setting up proper button linkages and transitions so that users could seamlessly move between the menu, tutorial, and AR experience. It was a great opportunity to learn how to manage UI navigation logic, scene management in Unity, and the importance of creating an intuitive flow for end users.
By the end of the session, we had built a basic but fully functional multi-page UI system, with responsive buttons and scene transitions, reinforcing our understanding of Unity’s UI system and its role in creating engaging AR applications.
Fig 1.7 Final Outcome Of Exercise
2. Task 2 - Proposal Development
Requirements :
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
Progression :
A. User Personas
In Task 1, our team proposed the "MystiAR" Pet Companion App to Mr. Razif, which received his approval. For this task, we are moving forward with refining and developing the concept further. Our first step was to identify and analyze the primary target users for the app to ensure that our design meets real-world needs and adds meaningful value.
We conducted a Google Form survey to better understand our target users and successfully gathered over 40 responses, providing valuable insights into their needs, preferences, and challenges regarding virtual pet experiences. Our google form link can be accessed here.
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| Google Form Survey & Answers |
Summary of Data Collected :1. Age Group Distribution -
Most respondents fall into the 25–30 and 31–35 age groups, with a significant portion also in the 18–24 range. This suggests a relatively young, tech-savvy audience with a mix of early-career professionals and students.
2. Current Occupation -
The survey participants are mainly working adults, followed by a large group of students. There is also a notable segment of freelancers or content creators, indicating a diverse work lifestyle among users.
3. Pet Ownership -
A large portion of participants do not own pets, with many expressing interest in having one or being unable to due to restrictions. A smaller yet consistent group already owns pets, showing mixed pet engagement levels.
4. Reasons for Not Having Pet -
The most common barriers include housing restrictions, busy schedules, and health concerns. Many respondents also mentioned frequent travel and financial reasons, highlighting the need for a low-commitment alternative like digital pets.
5. Experience with Digital or AR Pet Apps-
Many respondents haven’t tried AR pet apps but are curious to explore them. A smaller portion have used such apps before, while a few remain not interested. This indicates openness to trying new digital pet experiences.
6. Motivation for Trying AR Pets-
Users are primarily motivated by emotional companionship, curiosity, and the desire to experience new tech. A strong theme is “I love pets but can’t own one,” showing AR pets could serve a real emotional and situational need.
7. Desired AR Pet Features -
The most requested features include the ability to respond to touch, gestures, or voice, appear in daily spaces like beds or desks, and greet or talk to the user. Many also wish for pets that can sense emotions, suggesting a desire for realism and empathy.
8. Likert Scale Statements Summary Across the 6 statements:
Users showed mixed beliefs about emotional companionship from virtual pets.
Many enjoy relaxing digital interactions and would use AR pets to unwind.
A significant group would lose interest if pets seem too childish, preferring more mature aesthetics.
The majority favor gentle, ambient visuals over flashy or competitive designs, confirming a preference for calm and comforting digital environments.
9. Ideal Digital Pet Description -
Respondents envision a perfect AR pet as being emotionally supportive, always present, and low-maintenance. Many want it to help with self-care, while others prefer it to adapt to their mood and lifestyle, emphasizing smart, unobtrusive, and nurturing interaction.
Based on the insights gathered, we developed three user personas that reflect our core audience segments. These personas were shaped by recurring patterns in user motivations, lifestyle constraints, and expectations for emotional companionship. Each persona helps us design features and interactions that better align with the users’ daily routines, limitations, and emotional needs—ultimately guiding the development of an AR pet experience that feels meaningful, accessible, and supportive. Below are the three main target audience of our app.
1. Individuals Living in No-Pet Policy Housing:
Many urban residents, especially students and working professionals, reside in apartments or rented accommodations where pets are strictly prohibited. These individuals often experience loneliness or stress and may seek companionship without breaching housing rules. "MystiAR" offers them a virtual alternative that simulates the joy and emotional support of having a pet, without any real-world restrictions or responsibilities.
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| Fig 2.1 User Persona #1 |
2. People with Health Conditions (e.g., Asthma or Allergies):
Some individuals, particularly those with asthma, pet-related allergies, or other medical conditions, are unable to rear animals despite a strong desire to do so. Our app creates an inclusive experience for this group, enabling them to interact with a virtual pet safely. Through features such as voice interaction, gesture-based play, and customizable avatars, users can bond with their MystiAR companion without triggering health issues.
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Fig 2.2 User Persona #2
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3. Frequent Travelers and Digital Nomads:
People who travel often—such as flight crew, business professionals, or digital nomads—face logistical challenges in caring for a live pet. They may struggle with pet boarding arrangements or feel guilty about leaving a pet behind. "MystiAR" caters to their dynamic lifestyle by providing a consistent, mobile-friendly source of companionship that travels with them. The app's cloud-based storage ensures their pet’s data and progress are always accessible across devices.
Fig 2.3 User Persona #3
By focusing on these three core personas, our team aims to design an AR pet experience that is accessible, empathetic, and meaningful, ultimately providing comfort, emotional connection, and entertainment to users who are otherwise unable to own real pets.
B. User Experience Map
Our User Experience Map is based on the typical steps people take when they don’t have a pet, highlighting emotional gaps, situational pain points, and how MystiAR plans to tackle them.
Step | Pain Point | Solution |
1. Feel desire for companionship | - User feels emotionally disconnected or lonely at home, especially after work or during quiet evenings. - Misses the warmth, reactions, and presence of a real pet. | Emotionally-Responsive AR Pet: Pet appears in your real environment and reacts to your presence with tail wags, purring, or approaching you. Routine Bonding Cues: Pet glows or “calls” softly when it misses you. |
2. Consider getting a real pet | - Wants a pet but faces strict no-pet policies in condos, rental units, or shared housing. - Suffers from allergies or asthma triggered by fur/dander. - Hesitant about pet care responsibilities (feeding, grooming, cleaning). | AR-Based Companion: The app creates the illusion of a real pet without violating housing rules. Health-Safe Design: No allergens, no cleanup, no fur, no barking—just interaction via device camera and screen. Low Commitment System: Pet care is meaningful but forgiving—missed interactions don’t cause harm, and the pet gently encourages re-engagement without guilt. |
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3. Try digital alternatives | - Other virtual pet games feel shallow: limited actions, flat 2D UI, repetitive tapping without feedback. - No sense of a "real bond" or shared space.
- Lacks personalization or imagination, which reduces emotional involvement. | Interactive AR Play Mode: Users can toss magical balls, teach tricks, or pet the creature using real-world gestures. Behavior Feedback Loop: Pet behavior changes based on care—sluggish if ignored, playful when engaged.
Potion Crafting System: Users can craft magical food or mood-enhancers, adding personalization and variety. |
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4. Spend time at home alone | - Daily routines feel stale or disconnected from emotional stimuli. - Long hours working from home or being alone can feel emotionally flat. | AR Home Presence: Pet appears beside the user—on the floor, couch, or desk—creating the illusion of shared space. Daily Microtasks: Feeding, grooming, and play bring joyful structure and small wins to each day. |
5. Seek comfort or emotional relief | - Feels overwhelmed, anxious, or bored, with limited outlets that provide emotional support. - Meditation and casual games lack relational depth. - Needs to wind down gently, not get stimulated or stressed by loud apps or games. | AR Magic World Effects: Pet unlocks calming animations (e.g., glowing plants, twinkling skies) that respond to play. Zero Pressure Gameplay: No win/lose, no timers, just soothing interaction and mutual affection. Ambient Mode: Pet can sit and purr quietly, with soft music or nature sounds; user can just watch or listen for comfort. |
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6. Try to form a habit or routine | - Struggles to consistently return to app or maintain a sense of growth. - Gets bored easily if there’s no sense of progress or reward. - Wants a light habit that feels rewarding but not punishing when skipped. | Streak-Based Growth System: Daily care builds loyalty; pet grows, learns new tricks, or gains aura traits. Unlockables and Achievements: Users earn accessories, environments, and potions for consistent play. Gentle Reminder System: Soft, pet-themed nudges like “Your buddy is stretching!” instead of intrusive notifications. |
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C. New User Journey Map
Next, we developed a
new user journey map that aligns with the key steps users would experience when launching and interacting with the
MystiAR app. The goal was to ensure a seamless and engaging flow that caters to the needs of our three target user personas while emphasizing ease of use, emotional connection, and interactivity. You can access our Figma board link by clicking
here.
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| Fig 2.4 New User Journey Map |
D. Visualization
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| Fig 2.5 Log In Pages |
This login page introduces users to MystiAR with a calming, magical atmosphere. As the app loads, the background appears first, followed by a soft fade-in of the MystiAR title, setting the tone for an enchanting experience. Shortly after, a mystical pet character appears on screen with subtle animations to create a sense of presence and companionship. Once the pet settles, the “Step Into My Pet World” button gently fades in, inviting the user to begin their journey. Tapping the button leads users into the onboarding process, where they are introduced to MystiAR’s core features including AR pet placement, customization, care routines, interactive play, voice commands, and magical potion crafting.
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| Fig 2.6 Pet Placement Screens |
This onboarding step introduces users to MystiAR’s AR environment by guiding them to scan their surroundings and place their pet into the real world. Users are prompted to point their phone downward and slowly move around an empty space to detect a suitable surface. As the AR system scans, subtle instructions appear to assist them. Once a flat surface is detected, a highlighted placement box appears, and the magical pet is visualized standing within it, ready to be confirmed.
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| Fig 2.7 Pet Feeding Screens |
In this onboarding step, users learn how to feed their AR pet by tapping the food icon, which spawns a 3D food bowl into the real environment. The user can then drag the bowl toward the pet using touch gestures. Once the food reaches the pet, it reacts with joyful animations and begins eating. As the feeding completes, a heart or happy expression appears above the pet’s head, and the health or hunger bar visibly increases, reinforcing the positive outcome.
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| Fig 2.8 Potion Crafting Screens |
In this potion crafting step, users tap the potion icon to begin the process of boosting their pet’s health or mood. A 3D cauldron appears in the real-world space along with floating magical ingredients. Users must drag each ingredient into the cauldron, and once all required items are added, the cauldron reacts with sparkles or animated effects to show that the potion is successfully brewed. The completed potion bottle then appears in the user’s hand, allowing them to feed it directly to their pet. The pet happily reacts, and its health or energy bar increases, reinforcing the magical care-giving mechanic.
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| Fig 2.9 Playing With Pets |
In this playtime interaction step, users tap the ball icon to initiate an activity with their pet. A 3D ball appears in the environment, which users can drag and swipe to throw toward the pet. The pet responds with excitement, chasing or interacting with the ball, creating a joyful and engaging moment. This activity helps improve the pet’s mood or energy levels and reinforces a fun, hands-on bonding experience.
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| Fig 3.0 Ambient Mode |
In this ambient mode interaction, users can tap the moon icon to shift the experience into a calm, restful state. The AR pet gently lies down beside the user and enters a sleeping animation, while soft background music begins to play. This mode is designed to provide emotional comfort and companionship during moments of rest, study, or relaxation, offering a peaceful presence without requiring active interaction.
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| Fig 3.1 Voice Command |
In this voice command interaction, users tap the microphone icon to activate voice input and call their pet by name—for example, saying “Kiki, come here.” The system displays the recognized voice command on screen while listening, and moments later, the pet responds by walking into the scene and approaching the user. This feature adds a natural, hands-free interaction that enhances emotional connection and makes the AR pet feel more alive and responsive, reinforcing the bond between user and companion.
E. User Wireflow Map
We created a user wireflow map to help users better understand the structure and functionality of the MystiAR app. The wireflow visually guides users through each core interaction—starting from onboarding, AR pet placement, and feeding, to magical features like potion crafting, playtime, ambient mode, and voice command. By clearly mapping out each screen and decision point, the wireflow enhances clarity not just for users, but also for us when working on seamless navigation. It ensures a smooth, intuitive journey while showcasing the moments that define the MystiAR experience
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| Fig 3.2 User Wireflow Map |
Final Submissions :
Full Access To Our Submission Drive link HERE
A. Full Proposal Document
B. Figma Prototype
3. Figma File
C. Presentation Slides
Experiential Design Task 2 by Winnie Ho
D. Presentation Video
3. Feedback
Week 5 : Mr Razif commented that the prototype looks good and all the essential materials are present in the proposal
4. Reflection
Experience :
The experience of refining our idea and creating the user journey map was both insightful and collaborative. As we envisioned how users would interact with the app, we had to put ourselves in their shoes and think from the perspective of comfort, accessibility, and delight. Crafting the AR interactions—like dragging food to feed the pet or watching it react to our voice—allowed us to merge creativity with practical interface design. Collaborating with teammates brought out diverse perspectives, especially when discussing challenges like keeping users engaged or preventing the app from feeling repetitive.
Observation :
During this task, our team observed the importance of aligning technology with real user needs. While developing the MystiAR concept further, we realized that emotional connection and inclusivity are key drivers for AR-based pet companions. The personas we identified—individuals in no-pet housing, people with health conditions, and frequent travelers—helped us notice a common pattern: users are seeking emotional fulfillment without the burdens of real pet ownership. This guided us to observe not only the technical needs of the app but also the emotional and psychological expectations of our users.
Findings :
From this process, we discovered that an effective AR application needs to balance personalization, ease of use, and routine engagement. We also found that users are more likely to build emotional bonds when they are given agency—such as customizing their pet or caring for it daily. Additionally, designing for different user constraints (e.g., mobility, device switching, health limitations) made us more aware of how inclusive technology can truly be. These insights will guide our future development stages as we work to create a magical yet meaningful AR pet companion experience.
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