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

Encourage local travel and discovery, by making it a memorable experience.

Encourage local travel and discovery, by making it a memorable experience.

Use novel technologies like AR/VR to augment the local travel experience.

Use novel technologies like AR/VR to augment the local travel experience.

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

Aa Bb Cc Dd Ee Ff Gg Hh Ii Jj Kk Ll Mm Nn Oo Pp Qq Rr Ss Tt Uu Vv Xx Yy Zz

1234567890

Aa Bb Cc Dd Ee Ff Gg Hh Ii Jj Kk Ll Mm Nn Oo Pp Qq Rr Ss Tt Uu Vv Xx Yy Zz

1234567890

Inter - Secondary Typeface

Aa Bb Cc Dd Ee Ff Gg Hh Ii Jj Kk Ll Mm Nn Oo Pp Qq Rr Ss Tt Uu Vv Xx Yy Zz

1234567890

Aa Bb Cc Dd Ee Ff Gg Hh Ii Jj Kk Ll Mm Nn Oo Pp Qq Rr Ss Tt Uu Vv Xx Yy Zz

1234567890

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

Paste your design here

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

Paste your design here

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

Paste your design here

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.

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