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
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
- Affordance: visual cue - does it look interactable?
- Feedback: system response
- 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
- Input - interaction (e.g. eye tracking, gesture recognition, physical controllers, brain-computer interfaces)
- Processing - design logic and game engine
- Output - rendered virtual world
- Visual Fidelity (High-resolution, stereoscopic displays)
- Spacial Audio
- 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.
Large Language Models (LLM) enables:
- 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
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| Fig 2.1 Timeline & Deliverables |
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| 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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