EXPERIENTIAL DESIGN: FULL PROCESS

22.09.26 - 05.01.27 (Week 1 - Week 16)
Michelle (0373843)
Experiential Design/ Bachelor of Design (Honours) in Creative Media / Taylor's University
Full Process


TABLE OF CONTENTS


CLASS: LECTURES, TUTORIAL, & PRACTICAL

Week 1 (22/09/26)

Module Introduction, Unity & GitHub
Real environment > Augmented Reality > Augmented Virtuality  > Virtual Reality
  • Mixed Reality: AR, AV
  • Extended Reality (XR): AR, AV, VR
Game Engine: Unity
  • C# (C-sharp) Programming
GitHub: prevents corruption
  • Version control
  • Team coordination
  • Project backup
Additional Info:
  • SnapStudio: Make own filter in snapchat
  • SIGGRAPH conference: New & novel idea
  • NFT: A way to preserve our work

Week 2 (29/09/26)

Introduction to Experiential Design

Experience Architecture
  • Psychology: perception of space & cognitive emotional response
  • Architecture: physical flow & movement orchestration
  • Haptics: tactile feedback & physical sensation trigger
History of Immersion
1962 - Sensorama: First immersive theater device 
  • Multisensory: combines 3D film, stereo sound, tilting vibration, wind, aroma
  • Analog: fully mechanical playback loop
1968- Sword of Damocles: First head-mounted display
  • Suspended from ceiling (but fixed position)
  • Tracking head movement
1992 - The CAVE system: Room scale projection (walls & floor)
  • Multi-user shared space
1990 - Tom Caudell > Augmented Reality

Sensors as "Performers"
  • User body: controller
  • Hardware that reads the body acts: performers
  • Examples: pressure pads, microphones (voice activated), capacitive touch (sensing input from electrical conductivity) - hidden in physical surfaces
  • Physical body magically triggers immersive environment - not operating machine or pressing buttons
Spaciality & Scale
  • Alter user's peception of size.
  • Scale alters emotion.
Experience Maps
  • human movement, sensory limits, & emotional arcs
  • Planning physical & digital reality
  • prevent simulator sickness
  • physical safety & way-finding (safety in navigating real world with digital overlays)
Storytelling as Architecture - Virtual architecture controls emotional pacing
  • Spatial Chapters: physical layout determines narrative
  • The Halo Effect: museum zoning creates thematic gravity
  • Guided Agency: user choose their path within controlled bounds
The Logic of Interaction
  1. Affordance: visual cue - does it look interactable?
  2. Feedback: system response
  3. Agency: meaningful change
5 Types of AR
  • Marker-based - detects a printed marker (QR code/image) 
  • Marker-less - detects planes (floor, walls, tables
  • Location-based
  • Projection-based - digital imagery to real surfaces
  • WebAR - runs in browser, no apps needed

Week 3 (06/10/26)

I

Week 4 (13/10/26)

Immersive System
  1. Input - interaction (e.g. eye tracking, gesture recognition, physical controllers, brain-computer interfaces)
  2. Processing - design logic and game engine
  3. Output - rendered virtual world
    1. Visual Fidelity (High-resolution, stereoscopic displays)
    2. Spacial Audio 
    3. World anchoring
Sense of space & distance in 360 sphere
Include the human head

Log virtual content into the real world.
Meta's visual positioning system (edges, corners, textures).

Technology Integration
Visuals & audio aren't enough > sensory feedback
Bridge physical gaps using HAPTICS
  • Passive: real world physical props align with virtual objects or static weight
  • Active: motorized tech (e.g. vibrotactile gloves, force-feedback resistance
Connecting real-world into virtual engine
  • Micro-controllers & sensors
  • Environmental data (temperature mapping)
  • Biometric input (heart-rate triggers)
Seamless connectivity: IoT data streaming

Segment Anything Model (SAM): allows dynamic understanding of physical geometry.
  • NPC with unscripted dialogue
  • Context-aware scenarios
  • Action on voice commands

Apple Reality Composer App (only available for iPhone Pro)
scan objects into 3d model > usdz file - convert to fbx
Model target generator - in laptop

download file
drag into unity

integrated gpu - takes long


INSTRUCTIONS

Fig 2.1 Timeline & Deliverables

Fig 2.2 Weekly Activity


PROCESS WORK

Week 1 (22/09/26)

Formed a group
Self-reseach on AR, VR
Find ideas for project

Week 2 (29/09/26)

Create new repo in GitHub
Download & installed Git
Pushing Unity Project to GitHub
Learnt the basics in Unity

Import free asset from the asset store
Create asset from scratch
Replace material -> download texture map from internet (e.g. Poly Haven)

Low poli 3D model
Normal Map - for more detailed textures
Height map

Week 3 (06/10/26)

!
Windows - my assets - package manager

Week 4 (13/10/26)

!


FEEDBACK

Week 1 (22/09/26)

  • Loan VORTEX device for 6 weeks (need proper proposal)
  • Collaborator less like lecturer.

Week 2 (29/09/26)

  • Since the timeline is only 14 weeks, we're not expected to create all asset from scratch. We can use free ones from the asset store.
  • Place main camera and main object at 000.

Week 3 (06/10/26)

Absent with permission, no feedback.

Week 4 (13/10/26)

!


REFLECTION

Experience

!

Observation

!

Findings

!

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