22/4/2025 - 13/5/2025 (Week 1 - Week 4)
Wee Jun Jie / 0375271
Experiential Design / Bachelor of Design (Hons) in Creative Media
Task 1: Self Reflection and Evaluation
Wee Jun Jie / 0375271
Experiential Design / Bachelor of Design (Hons) in Creative Media
Task 1: Self Reflection and Evaluation
All class notes have been stored here: My Notes
INSTRUCTIONS
INSTRUCTIONS
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Week 1 - Task
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Brainstorming
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Week 1 - Task
- Brainstorming
Week 2 - Meeting & Idea Selection
- Meeting for feedback with Mr. Razif #01-05-25
After receiving feedback, I will proceed with the second
idea. Below are the comments from Mr. Razif regarding
areas for improvement in my project proposal:
- Enhance how children learn letters by making the process more fun and engaging.
- Incorporate more images and models to help kids easily remember words.
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Simplify the game, considering that children may
struggle with complex concepts.
Week 3 - User Persona & Journey Map
The next part of the research involved creating user personas. I
developed three distinct personas, each representing users from
different countries with unique challenges and goals. Then I
create a User Journey Map that how kids learn to use my
application. I have also made a Tabular Form to list them out
clearly.
Week 4 - Mockup & References
This week, I plan create a visualization or mockup of my application. These are some references I found that was similar to my ideation.
Finding works that align with my ideas has been quite challenging. I’ve focused on researching existing AR applications on the market, and there are indeed very few educational apps designed for young children—most are typically designed for those aged 13 and above. I want to simplify things and make AR more accessible to younger kids while also easing the teaching burden on parents. The following photos showcase how they track images, set up buttons, and use physical manipulation modes.
REFLECTION
ExperienceDeveloping the idea for AR gave me the opportunity to explore how technology can support people in a more engaging and interactive way. The concept started with a simple question: how can people learn and absorb information more effectively while also enjoying the process? Traditional, static materials often struggle to hold attention especially for preschoolers, who are naturally drawn to visual, auditory, and playful experiences.
By combining AR with printed books or posters, the learning experience becomes immersive. Instead of just looking at static images, users can interact with animated 3D objects, hear correct pronunciations, and play mini games that reinforce what they've just learned. This method makes learning more enjoyable and memorable.
Observations
By combining AR with printed books or posters, the learning experience becomes immersive. Instead of just looking at static images, users can interact with animated 3D objects, hear correct pronunciations, and play mini games that reinforce what they've just learned. This method makes learning more enjoyable and memorable.
Observations
Through the development of personas and user journey mapping, I observed several key points about the target users' children aged 3–5 (after having short talk with their parents):
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Attention span is short, so activities need to be quick, responsive, and visually rich.
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Children benefit greatly from multisensory learning: see, hear, and interact with the content improves retention.
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Simple choices like Replay and Next buttons are important, but they must be designed with accessibility in large icons, friendly voice guidance, and playful feedback help children navigate independently.
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The role of parents or caregivers is crucial. Although the experience is designed for kids, the onboarding and support still often rely on an adult to guide or interpret instructions at the beginning.
Findings
- AR is especially effective for visual-auditory associations, pairing letters with animated 3D objects and pronunciation helps reinforce connections in a more natural, engaging way than static visuals alone.
- Mini-games improve memory, including a letter-matching game after the learning phase helps turn passive input into active recall, which is critical for deeper learning especially in young children ages.
- User journey design must prioritize simplicity, young users cannot navigate complex UI, so every interaction must be intuitive, immediate, and clearly guided.
- AR must serve a purpose, the project confirmed that AR is not just a “wow” factor; when used correctly, it enhances experiences that cannot be achieved through traditional media pipe.
-
Attention span is short, so activities need to be quick, responsive, and visually rich.
-
Children benefit greatly from multisensory learning: see, hear, and interact with the content improves retention.
-
Simple choices like Replay and Next buttons are important, but they must be designed with accessibility in large icons, friendly voice guidance, and playful feedback help children navigate independently.
-
The role of parents or caregivers is crucial. Although the experience is designed for kids, the onboarding and support still often rely on an adult to guide or interpret instructions at the beginning.
Findings
- AR is especially effective for visual-auditory associations, pairing letters with animated 3D objects and pronunciation helps reinforce connections in a more natural, engaging way than static visuals alone.
- Mini-games improve memory, including a letter-matching game after the learning phase helps turn passive input into active recall, which is critical for deeper learning especially in young children ages.
- User journey design must prioritize simplicity, young users cannot navigate complex UI, so every interaction must be intuitive, immediate, and clearly guided.
- AR must serve a purpose, the project confirmed that AR is not just a “wow” factor; when used correctly, it enhances experiences that cannot be achieved through traditional media pipe.