
ExploAR
Spatial Computing

SUMMARY
We implemented Geo-spatial API for the AR game - ExploAR, focusing on the travel and discovery aspect of the Google Geospatial Hackathon. We designed spatial interactions for Downtown Indianapolis.
MY ROLE
I designed the gameplay - maintaining an engaging level of difficulty which promotes exploration, along with playing a key role in iterating the user interface design of the AR game.
THE TEAM
4 UX Designers, 1 Unity Developer
DURATION
20 weeks | Aug ‘23 - Dec ‘23
TOOLS USED



Overview
Geo-spatial API
We used Google’s Geospatial API to anchor virtual objects in real environment. Along with realizing that the precision of the API is crucial for an error free implementation.
Travel and Discovery

The theme central to gameplay is travel and discovery. Through continuous iterations I identified places best suited for putting 3D elements as part of the treasure hunt.
My Responsibilities
Field Study
As part of field study it was my responsibility to scope out key locations which were used while designing the layout of the game.
UI Design
I designed several iterations of the game based on user feedback and team discussions.

User Testing
I conducted two rounds of user testing and field testing which helped in keeping the process user-centered.

Field Study
Game Layout
Monument Circle in Downtown Indianapolis serves as the cultural center. Through a thorough field study we identified key locations open to locals, keeping in mind the discovery factor, while deciding the location for each virtual element.
Gaming Dynamics
We identified six key locations where placing the virtual object would maximize the travel and discovery features of the game.

Goals
Introduce an element of discovery through gamification, to make it a memorable and learning experience.

Our Users
Tourists
Tourists who prefer to explore on foot, will also benefit from the app. As it will encourage them to move around and get an in-depth understanding of the local culture and the place they are exploring.
Children
Children coming from school trips are good candidates for the AR visual experience, as it will provide an engaging experience while learning about the local culture. Memory retention would improve through gamification.

Features of the Game
3D elements
These are some of the various 3D models which were shortlisted for the game.
Local history
Monument Circle in Downtown Indianapolis, it serves as a cultural center during Thanksgiving and New Years Eve.

Building the Game
Unity
We used gamification because we wanted to make the learning experience engaging. Unity enabled us to merge 3D elements with the environment via Geospatial API.
Cesium tiles
As Cesium provides the model of Earth, it enabled us to prototype the game in Unity, as we visualized its several iterations.

Design Systems
Jua - Primary Typeface
Inter - Secondary Typeface
Iconography
Game GUI
Google material design rounded icons were used to keep a harmony between the fonts and the icons, and to provide an overall friendly user interface for the target demographic.

Screens
Low-Fi

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The low fidelity prototype depicts the ideation, depicting the game implementation in the initial stages. Showing how one may interact with 3D elements.
High-Fi

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The high-fidelity prototype further implements the gamified look and feel of the mobile application. Which implements a story encompassing the timeline of monument circle.
High-Fi 2nd Iteration

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This final iteration implements the AR design principles which takes into account designing outdoor application, using standardized blur sections to accurately depict the integration of AR principles with a gamified application.

Limitations of API
Floating Anchors
We faced a problems of the elements not being visible at times and showing floating anchors at times, which were fixed by adjusting the altitude of the concerned elements. Which could be because of the resolution limitations of the API.
Collapsing Elements
It was observed that at times the 3D elements used to collapse if placed below a threshold altitude, which could because of the limited precision of the API.

Corrections to the API
Altitude
Through multiple iterations we identified the threshold altitude above which it is safe to place to 3D elements, which enabled us to place make the game holistic.
Latitude, Longitude
Due to resolution limitations there was lack of precision while placing elements close to each other. Therefore, we place the elements strategically which optimized exploration along with preventing elements from colliding into each other.

Outcomes
Spatial experience
After implementing the AR design principles we achieved sound gaming application which explored travel and discovery for Monument Circle. Finally realizing the design principles for spatial experiences.
AR Gamification
We developed the game in Unity integrating the Google Geospatial API, which helped in achieving interesting results, including ideation, field study, design, and development.

Learnings
Cesium and Unity
Most of the work was executed through Cesium and Unity, which encouraged me to learn about its nuances.
Storyboarding
I did a lot of storyboarding for concept ideation, mostly dealing with scenarios, which helped me in realizing its importance especially in terms of driving the point across.
Raw Footage
While making the submission I worked on the video presentation of the submission, as I realized the key principles of storytelling while editing the raw footage.