Special Topics Module 1

Research & Activity Documentation

Zhaoyi(Mike) Li

Project 1


Module 1

In activity one, I mainly focus on the topic of and researched this area of interest of consumer-tech in WGSN. Consumer Tech in WGSN is a web page that predicts future trends in consumer technology. It gave me the inspiration as it related to unique tech products that improve the lives for the future user. It allows me to access targeted planning and a long-term view across home tech, work tech, personal tech and auto tech.


Activity 1

For this activity, I’ve chosen the "3D design" pathway, focusing on three topics that intrigued me the most: "AR, Digital Fabrication, and Projection Mapping." I explored these areas to determine which resonated with me the most. Ultimately, I chose an AR experience as the foundation for the final project in this course. My group member Thomas and I agreed that this direction would be the most effective for creating an engaging and innovative user experience while delivering relevant and valuable information.


      
      Our initial topic in activity one is about AR/VR, known as the technology that overlays digital information, such as images, sounds, or other data, onto the real-world environment using devices like smartphones or AR glasses or smartphones. It enhances the user’s perception of reality by blending virtual and physical elements in real-time. In terms of the group work, which I'm focus on the research of VR, my groupmate are focus more on the AR part.
      
      <a href='https://www.google.com/' target='_blank'><p>-</p></a> This article in WGSN is focused on the topic of Virtual reality has endless potential in the future. In comparison with the traditional AR industry, Facebook has developed a technology known as the “Social VR”. This technology can allow different users to socialize through the technology of VR. Users are able to like and share Facebook 360 videos via VR, and the VRChat app offers a range of multi-player hangouts.
      
      <div class='container'></iframe></div>  In the article of WGSN that is about VR experience. The mention that the additional benefit that the VR can brings us are not just the technology but also mental wellness, VR is a powerful new tool for social therapy and humanitarianism.San Diego's Virtual Reality Medical Center helps customers to work through fears of flying with a virtual avatar; a similar method could be used to help people lose weight, become confident public speakers or adopt healthier lifestyles.

Activity 2

In activity 2, we explored three platforms—Spine, Unity, and Figma—each offering unique strengths suited to different aspects of augmented reality (AR) and 3D design.Our goal in choosing these three platforms is to use their unique strengths to explore diverse approaches in 3D design and augmented reality. By combining Spine's efficiency in animation, Unity's advanced capabilities for immersive 3D experiences, and Figma's seamless collaboration and prototyping features, we aim to create a well-rounded and innovative project. This multi-platform approach ensures flexibility in our workflow and maximizes the creative potential of our final project design.

Spine is one of the most powerful tools available to designers working with AR. It will likely become our primary tool for this project due to its exceptional performance and the ability to produce high-quality results efficiently. Spine allows designers to create intricate and polished products within a limited timeframe, offering a user-friendly learning curve that makes it accessible for individuals at all skill levels. Furthermore, its focus on 2D skeletal animation makes it particularly suited for smooth and responsive animations. Additionally, we have prior experience using Spine in a previous semester for an actual project, making it familiar and reliable. This not only reduces the time needed for re-learning but also ensures we can start the project with a solid foundation, allowing us to focus more on creating the project itself rather than learning the software needed to do so. Compared to Spine, Unity represents a tool we have not yet used extensively, but its potential is undeniable. Despite being new to us, Unity will likely play a critical role in this project, particularly for 3D design and AR visualization. Its robust suite of features, including advanced rendering capabilities, physics simulations, and support for interactive elements, makes it one of the most versatile and widely used tools in the industry. While its learning curve may be steeper, mastering Unity can unlock unparalleled opportunities for creating immersive and highly detailed AR experiences. Additionally, Unity's cross-platform compatibility and extensive library of resources (e.g., assets, plugins, and tutorials) further enhance its practicality. By investing time in learning Unity, we can position ourselves to deliver innovative and cutting-edge designs that align with industry standards. The third tool of choice after our team’s discussion is Figma, a widely recognized platform among UI/UX designers. Its capabilities for creating intuitive and visually appealing 2D designs make it an invaluable asset for conceptualizing and prototyping. Figma's collaborative features allow team members to work seamlessly together in real time, enhancing productivity and ensuring alignment in design vision. Additionally, Figma's versatility extends beyond 2D design; with plugins like Vectary, we can efficiently transition from 2D models to 3D or AR prototypes. This integration bridges the gap between conceptualization and execution, making Figma an excellent choice for developing preliminary designs for our 3D model. The platform's ease of use and robust feature set, combined with its support for AR-related workflows, make it an indispensable tool in our toolkit for this project.

Workshop 1

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Action Research

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Workshop 2

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Executive Function

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Project 1


Project Concept

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Testing Action Research

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This template of Spine that we explore combines the elements of the Alphabet and 3D shapes. More importantly the theme that fits children’s style games. Such as a different colour of square that allows the user to see and use, it does not have a difficult learning curve and at the same time it ensures its productivity. Our idea is keep the core theme the same, but also make some adjustment to the instruction and the visual composition. The second template contains the element of a Rubik's Cube that allows the user to click and drag. The character of this 3D Rubik's Cube contains its Rotation and unique glass surface reflection. This element offers a user a special visual sense and creativity. In terms of further exploration, we could replace the square on the cube with other objects or letters for the purpose of creating an educational game for kids. The third template that we explore is one of the most complex combinations of these templates. This template contains the element of two 3D spheres that are surrounded by the dark theme, and the inner sphere is the style of atom element that contains thousands of dots that are spinning around. As the further expiration, we can adjust the visual element to fit more kid’s theme, and input some basic interaction for the kids user to operate this game in order to learn something from it.

Research Reflection

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Next Steps

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