Experiential Design / Task 2
Bachelor of Design (Honours) in Creative Media
Experiential Design - MMD60204
Experiential Design - Task 2
Overview
> Module Information Booklet
> Class Activities
> Task Instruction
- Recap
- Project Process
- Final Proposal Document
- Presentation Slides
- Presentation Video
- Final Submission
> Reflection
Module Information Booklet
Class Activities
Task Instruction - Experience Design Project Proposal
Recap
We have developed three preliminary ideas in Task 1, after discussing with my partner, Huey Yee, we decided to work with one of my ideas, which is Nature Journey:
Problem Statement:
Urban lifestyles often isolate people from nature, which will lead to increased stress. Many people lack opportunities to connect with natural environments and experience tranquillity in their daily lives.
Proposed Solution:
Nature Journey offers a nature experience where users can simulate the feeling of being in a natural environment by scanning themed cards (e.g., forest, beach). The app provides immersive visuals and ambient sounds to help users relax and reconnect with nature anytime and anywhere.
Click HERE to review Task 1.
1.0 Overview
Of Mr Razif's feedback, we revised our idea and renamed it WanderBloom AR, which means: “Wander freely. Watch nature bloom in AR.”
Through activities like catching butterflies, picking flowers, or building a snowman, WanderBloom offers more than just visual scenery — it creates an engaging experience that connects users with the natural world in a magical and meaningful way. Built with Unity, this project aims to explore how augmented reality can enrich everyday experiences and provide moments of calm, joy, and wonder.
2.0 Problem Statement
While many AR applications offer visual nature experiences, they often lack meaningful interaction, creativity, and emotional connection with the environment. These apps tend to focus on static visuals or soundscapes without encouraging users to explore, combine, or engage with nature in imaginative ways. This results in reduced user engagement and missed opportunities for both entertainment and educational value, especially among younger audiences and creative minds.
3.0 Objectives
1. To encourage engagement and exploration by enabling users to combine cards and unlock new nature-themed settings.
2. To incorporate interactive activities (e.g., catching butterflies, picking flowers, building snowmen) to enhance immersion.
4.0 Target Audiences
2. Creative Hobbyists & Nature Lovers (Ages 15–30)
Individuals who love art, photography, nature, or journaling. These users appreciate relaxing, aesthetically pleasing apps and enjoy engaging with content that lets them personalize their experience.
3. Educators & Parents
Teachers and parents are looking for tools that combine fun and education. They often seek applications that can keep children engaged while teaching real-world knowledge or environmental awareness.
Click HERE to view the User Journey Maps in Miro.
7.1 About Nature Cards
We designed the nature cards that we will
print in future stages, allowing users to scan
them and experience each unique interactive
exploration of the provided Nature
Cards.
A dense, green woodland filled with tall trees, gentle breezes, rustling leaves, and chirping birds. Users can explore, catch butterflies, or pick flowers.
ii) Stream Card
A peaceful, shallow stream winding through rocks and plants. Enjoy the gentle sound of flowing water and spot small fish or insects nearby.
WanderBloom not only allows users to scan each card individually, but also encourages them to explore the potential combinations of different cards.
For example:
Forest (Card 1) +
Stream (Card 2) =
Jungle (Resulting Combo)
A vibrant and humid rainforest
emerges, filled with dense greenery,
flowing streams, and exotic
wildlife. Users can interact by
catching tropical butterflies,
listening to frogs and birds, and
collecting rare virtual plants
hidden among the thick foliage.
The sketches, that guide us during the mockups.
7.4 UI Kits
To create our visual identity, we selected dark green as the primary colour, which embodies the richness and tranquillity of the natural environment. And we introduced bright pink as an accent colour – used sparingly to draw attention to key interactive elements like buttons or highlights, ensuring they stand out but don’t detract from the overall design.
For the fonts, especially the logo and heading, are slightly playful with clean, modern touches—capturing the spirit of creativity and exploration that WanderBloom encourages.
Loading Page & Login
Page
These pages are designed to
give users a calm and welcoming
first impression, using the
nature-inspired theme of
WanderBloom.
The Card Scanner feature allows users to activate nature cards in real time and experiment with different combinations to unlock new environments. Meanwhile, the View History page lets users revisit the environments they’ve previously explored, along with a summary recap of their discoveries and progress.
Below the 3D model, there are two main
control buttons:
- Play: Starts the animated
movements of the environment, such as
trees swaying gently or butterflies
flying across the screen.
- End: Stops the animation and
exits the AR view, returning the user to
the main page.
In addition to these controls, the AR
page also includes two functional
features:
- Ambience Sounds, which allow
users to adjust or experience natural
background audio like flowing water or
chirping birds.
- Quests, which provide simple
interactive challenges to encourage user
engagement and exploration within the AR
scene.
At the same time, the Quest Panel introduces a light layer of gamification, encouraging users to engage more deeply by completing small exploration tasks, like catching a butterfly or collecting three mushrooms within the scene.
The ‘What’s New’ section is designed to spark curiosity and motivate users to return for future sessions by highlighting new environments or interactions they haven’t explored yet.
Key Points:
- Limited Interactivity: Most apps
only allow users to view static
nature scenes or listen to ambient
sounds, without the ability to
interact meaningfully with the
environment.
- Lack of Environment Fusion:
Existing experiences rarely support
combining different nature elements
(e.g., forest + stream), which
restricts imaginative storytelling
or scene-building.
- Short Engagement Time: Due to the
absence of dynamic elements or
game-like tasks, users tend to lose
interest quickly and do not revisit
the app regularly.
1. Seek by iNaturalist
Strengths: Great for plant
identification
Limitations: Limited interactivity, no immersive
environments
2. Civilisations AR
Strengths: Detailed 3D models of
artefacts
Limitations: Not nature-focused, mostly museum
objects
3. Wonderscope
Strengths:
Story-based AR for kids
Limitations: Fictional themes, not based on real
nature
Final Proposal Document
Presentation Slides
Click HERE to view the presentation slides in full screen
Presentation Video
Click HERE to view the presentation video on YouTube
Final Submission:
Click HERE to view the submission in Google Drive.
Reflection
Throughout this module, I’ve learned how immersive technologies like AR can be designed not only for visual impact but also for meaningful interaction and emotional connection. Working on WanderBloom AR gave me the opportunity to explore how nature and technology can blend to create calming, creative experiences. I especially enjoyed experimenting with different cards and combinations, and thinking about how even small interactive elements — like catching butterflies or adjusting ambient sounds — can deeply affect how users feel during the experience.
The hands-on class activities were also a huge part of my learning journey. From trying out image tracking and video integration to building multi-scene navigation with Unity, I started to understand the technical side of AR more clearly. Although I did run into some funny setbacks — like the tiny explosion effect due to the wrong scale setting — these moments helped me learn through trial and error and made the process even more memorable. It also reminded me that curiosity is just as important as following instructions, as long as we learn from the results.
Overall, this project helped me grow not just in my technical skills, but in how I think about user experience. I began to see AR not just as a novelty, but as a tool that can offer relaxation, inspiration, and even mindfulness. Designing with intention — especially for specific users like children, hobbyists, and educators — taught me to balance function with emotion. I’m proud of how far we’ve come with WanderBloom AR, and I’m excited to keep learning how to craft experiences that spark joy and exploration.
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