THIEN LE
DESIGN
PLAY
INFO




 

Prototype of a Carnegie Mellon mixed reality tour experience to give visitors a more informative and engaging experience.


Duration


2 weeks

Team


Jayden Liu
Jasper Krarup

Lead UX Designer

Tools


Adobe Aero
After Effects
Illustrator
Photoshop



Problem


While campus tours are a wonderful way to introduce the university, the information is broad, focused on what’s on campus, and questions of student life and individual programs are limited to the knowledge of the Tartan Ambassador providing the tour. 


Solution


Using technology afforded by Microsoft’s Hololens, we created an experience that conveys useful information and delighted users.



Learn about CMU Activities

In addition, there is a QR code in which users can scan on the mobile app


Experience a Football Game

In addition, there is a QR code in which users can scan on the mobile app


Ask Questions

In addition, there is a QR code in which users can scan on the mobile app


Interact with CMU History 

In addition, there is a QR code in which users can scan on the mobile app












Process

01: Personas


Before starting to design our experience, we created personas of prospective visitors to campus to understand what goals and painpoints needed to be addressed in our final solution, these included students and also a parent that would accompany their student.



02: Visiting Space


We then visited the space that we wanted to design for to understand its limitations and scale and possible interactions that can occur. We noted that we did not want visitors walking directly on the field and that following the paved path would better faciliate intuitive interactions.


03: Storyboarding


Storyboarding was an essential way for us to quickly iterate on our ideas. Some questions that guided us in creating the user experience were: 
- What would AR afford that you can’t experience exclusively online or in person? What would it enhance?
- How can AR make the experience enjoyable and informative?
-
In the space, how do people know where to go? What directs their path?
- How can we take full advantage of what the HoloLens has to offer including visuals and sound?
- What interactions can be designed to make users feel that they can be a student here?









Research Insights



Non interactive tours led users to not be engaged with information presented.


International like borders created in Houston and the formation of enclaves has caused the city to be disconnected in numerous ways. Infrastructures, opportunities, and resources are not distributed equitably. In the solution, users are exposed to quick videos that are accessible, explaining the concept.


In physical tours, users can only experience what is currently happening on campus.


When visitors visit campus, the most activity that they can experience is what is currently happening such as a sports practice, game, or student activity so they don’t have a complete understanding of activities at CMU.


Purely virtual tours do not allow prospective students to visualize themselves being a student at Carnegie Mellon.


Prospective students can learn about history and culture at CMU online but they can’t imagine themselves experiencing and partaking in it because they are not there in person.









Systems Diagram


The interactions we designed exists within a system that includes an AR device such as the Hololens, interacting with the physical world, which projects digital information onto physical surfaces. It is also connecteed to a cloud database with stored visuals in which users can save their tour experience to access later.








Project Takeaways


Big project takeaway statement. 


The interactions we designed exists within a system that includes an AR device such as the Hololens, interacting with the physical world, which projects digital information onto physical surfaces. It is also connecteed to a cloud database with stored visuals in which users can save their tour experience to access later.

© THIEN LE