Minor Project - Warisan XR

25.09.2024 - 09.01.2025 / Week 1 - Week 14

IAN CHOO XIN ZHE / 0369451

Minor Project / Bachelor of Design (Honours) in Creative Media



MIB


TASK 1

Project Brief & Scope

In our first class, we formed a group of seven members and selected WarisanXR as our client for this Minor Project.

Group 8 Members:

1. Reema Arif Hamza - Leader

2. Joey Lok Wai San

3. Thanaphorn Daensaad

4. Michael Chan Henn Loong

5. Samiha El-ghobbas

6. Ian Choo Xin Zhe

7. Johnny Lam


Fig 1.1 WarisanXR Brief

Fig 1.2 WarisanXR Brief

Fig 1.3 WarisanXR Brief

WarisanXR is the flagship project of TrueXR, designed to immerse visitors in Malaysia's rich cultural heritage by blending the physical environment with digital content. This innovative experience utilizes AR glasses, enabling visitors to explore a specially curated indoor space filled with props and art installations. Through this technology, traditional dances, crafts, and historical figures come to life as holograms and augmented reality elements, providing an engaging and educational journey through Malaysia's heritage.


Contextual Research

After forming our group, we began an extensive research phase to develop a comprehensive understanding of our topic. Our primary focus was to delve deeper into the workings of TrueXR, including the technologies they employ and the cultural elements they aim to showcase. All research findings were documented collaboratively on a shared Google Doc and MIRO board, enabling seamless access and review by every team member.

To broaden our perspective, we also examined relevant case studies from other museums that have successfully implemented Mixed Reality (MR) experiences. These examples provided valuable insights and inspiration for our project.


Fig 1.4 Cultural Elements Research

Each team member was assigned specific research responsibilities to ensure efficiency and avoid redundancy. My task was to focus on the Cultural Elements, a critical aspect of the project. Through this research, I explored various traditional practices, crafts, and performances that could be incorporated into WarisanXR to enrich its narrative and authenticity.


Client Meeting (CEO of TrueXR)

During our project development, we had the opportunity to meet with the CEO of TrueXR. This meeting was a pivotal moment as it allowed us to address and clarify all the questions and doubts we had regarding the project. The CEO provided valuable insights into the vision and objectives of WarisanXR, guiding us to align our work with the intended goals. This interaction not only solidified our understanding of the project but also inspired us to push forward with greater confidence and creativity.

Interview Notes: https://docs.google.com/document/d/1YpBfQvqHVKsqGbsiJgBD2E6rm2OLdgd2OvAJATacbn8/edit?tab=t.0

Fig 1.5 Meeting Summary


Survey 

To better understand user and customer pain points and gain meaningful insights, we designed a comprehensive survey consisting of 23 questions. The survey was divided into seven main sections: Demographics, Museum Visitation Habits, Museum Demographics, Cultural Interests, Characteristics of a Good MR Experience, Concerns About MR, Familiarization with AR Glasses, and Customer Touchpoints and Engagement.

The survey was distributed through social media platforms and personal contacts, enabling us to reach a diverse audience. We successfully collected 100 responses, providing us with a rich dataset to analyze.

Fig 1.6 Survey Questions

Survey Form:  https://forms.gle/N6pzwWjym98nay1X7


Survey Analysis

Fig 1.7 Survey Analysis

Once the survey responses were collected, we began analyzing the data, summarizing the findings into their respective sections. This analysis allowed us to identify key trends, user preferences, and potential areas of concern, forming a foundation for developing solutions tailored to our audience's needs.


User Personas

Based on our survey analysis and a detailed study of the museum's demographics, we developed a set of initial user personas. These personas represented diverse audience segments and helped us better understand our target users' needs and expectations.

Fig 1.7 Initial User Personas

After receiving feedback from Mr. Mike during class, we refined our personas and finalized three key user profiles:

  1. Malaysian Parent: Representing families seeking an educational and engaging experience for their children.

  2. Foreign Tourist: Highlighting international visitors interested in exploring Malaysia's culture in an interactive way.

  3. Malaysian Student: Reflecting younger audiences keen to learn about their heritage through innovative and immersive methods.

Fig 1.8 User Persona 1

Fig 1.9 User Persona 2


Fig 1.10 User Persona 3

User Journey Map

Following the finalization of our three key user personas, we created detailed user journey maps tailored to each persona. These maps were informed by the information and pain points gathered from the interview data. Each journey map outlined the steps, emotions, and touchpoints of the user experience, helping us identify areas for improvement and opportunities to create a more engaging and seamless interaction within the WarisanXR experience.

Fig 2.1 User Journey Map 1


Fig 2.2 User Journey Map 2


Fig 2.3 User Journey Map 3


Empathy Map

Building on the survey and interview data, including insights gathered during our meeting with the CEO, we developed an empathy map for our user personas. This process allowed us to delve deeper into the thoughts, feelings, and behaviors of our target audience. By outlining what users say, think, feel, and do, we gained a clearer understanding of their motivations and concerns, enabling us to design a more user-centered WarisanXR experience.


Fig 2.4 Empathy Map


Insights Discovery

To uncover design opportunities, we began by having each team member write down their top five standout ideas based on all the data we had collected so far. These ideas were then shared and clustered into categories based on similarities. Through this collaborative process, we identified patterns and relationships between the categories, constantly rearranging and refining the Post-its as we discussed and debated emerging themes.

The goal of this exercise was to pinpoint key themes that could be translated into actionable opportunities for design. By the end of the session, we ensured that everyone was aligned and satisfied with the identified clusters, which represented rich and meaningful opportunities for crafting an engaging WarisanXR experience.

Fig 2.5 Insights Discovery


Problem Statement

We crafted a problem statement to guide our design process:

"Local families, international tourists, and students need a deeper and more personal connection to Malaysia’s heritage at the museum because the interactive experience immerses them in living history."

This statement reflects the core need for creating a meaningful and engaging museum experience that resonates with diverse audiences.

How Might We Questions

To address the problem statement, we developed three key "How Might We" questions:

  1. "How might we offer accessibility options for diverse users so that their unique needs (language preferences and compatibility with prescription glasses) are met?"
  2. "How might we design immersive content for visitors so that it showcases Malaysian heritage in an engaging way?"
  3. "How might we create a quick, simple, user-friendly tutorial for visitors so that they feel comfortable and confident using the equipment?"

These questions served as the foundation for brainstorming innovative solutions and designing a user-centered experience for WarisanXR.

Fig 2.6 Problem Statement & HMW

Visiting Muzuem Negara

As part of our project, we visited Muzium Negara to gain a deeper understanding of the space we would be working with for the exhibition. This trip allowed us to familiarize ourselves with the layout, atmosphere, and logistical constraints of the museum. Additionally, it provided us with an opportunity to explore and educate ourselves about Malaysia’s rich cultural heritage, uncovering content and inspirations that could prove useful in designing an engaging and immersive WarisanXR experience.

Fig 2.7 Musuem Layout

Ideation (Brainstorming)

In this phase, we embarked on a collaborative brainstorming session to generate ideas for our upcoming proposal. The initial phase was filled with diverse and creative suggestions, reflecting the team's collective imagination. Through extensive group discussions, we systematically filtered these ideas to identify the ones most aligned with our "How Might We" statements and problem statement.

Fig 2.8 Ideation

Fig 2.9 Ideation

Fig 2.10 Ideation

Fig 3.1 Ideation

Fig 3.2 Ideation

Fig 3.3 Ideation

Each team member was assigned a section of the ideation process to focus on, ensuring a comprehensive exploration of possibilities. Regular meetings were held to discuss, refine, and vote on our favorite ideas, as well as to finalize the art direction. The majority-voted options were selected, creating a cohesive and well-supported foundation for the next steps of our project.


Proposal

Mr. Mike encouraged us to develop an engaging storyline for the exhibition. After brainstorming, we conceptualized:

"An immersive MR exhibition called WarisanXR focused on celebrating and sharing Malaysia’s cultural heritage through an interactive experience that unites Malaysians and introduces non-Malaysians to the pride and diversity of Malaysia. The project includes a multi-station exhibit highlighting traditional clothing, celebrations, games, food, and arts & crafts."

The storyline follows a child celebrating Merdeka (Malaysia’s Independence Day) in the 80s/90s, emphasizing a personal connection to heritage. The experience is divided into five stations:

  1. Wearing traditional attire.

  2. Watching the Merdeka parade.

  3. Playing street games with friends and family.

  4. Cooking and eating traditional food.

  5. Engaging in arts and crafts, concluding with fireworks.

Fig 3.4 Proposal Theme

Fig 3.5 Content Design


Fig 3.6 UI Interface


Fig 3.7 Art Direction


Fig 3.8 Exhibition Design


Fig 3.9 Stations User Journey Map

We distributed tasks among group members to prepare for the proposal presentation. Areas covered included content design, UI interface, exhibition design, and the user journey map for the stations.


Proposal Presentation

Fig 3.10 Proposal Slides

Fig 4.1 Proposal Storyboard

TASK 2

Proposal & Content Refinement (After Presentation & Feedback)

After presenting to TrueXR, we received feedback from both the client and Mr. Mike. Adjustments were made to enhance content and prepare for the final presentation.

Floorplan

Visitors enter through a queuing area where they can wait for their turn to enter the exhibition. At the front of the queue, a staff member assists visitors with setting up their AR glasses. Upon entry, the first station—Clothing—is immediately visible. After this, visitors can navigate freely to explore the remaining four stations in the exhibition.

The exit hall features the end-game experience, where visitors scare away a monkey to retrieve a pendant. Upon exiting, visitors can return their AR glasses and collect photos of their experience. A photo booth area is also available for additional pictures.

Fig 4.2 Floorplan Design


Art Direction

Feedback led us to shift our initial neon palette towards more traditional Malaysian heritage colors. For typography, we selected Faculty Glyphic for headlines and Space Grotesk for paragraphs, complementing the overall retro heritage Malaysian mood. The final moodboard embodies this direction.

Fig 4.3 Art Direction

Overall Content

The experience follows a child celebrating Merdeka (Malaysia’s Independence Day) during the 1980s/90s, offering a personal connection to Malaysia’s heritage. On Merdeka day, the child:

  1. Wears traditional attire (Station 1).

  2. Attends the Merdeka parade (Station 2).

  3. Plays street games with family and friends (Station 3).

  4. Cooks and eats with family (Station 4).

  5. Ends the day with arts and crafts (Station 5) and fireworks.

The storyline connects all stations through a game:

  1. Start of Experience: A monkey steals the child’s family heirloom (a pendant necklace). The child asks for help retrieving it.

  2. Throughout Experience: The monkey appears intermittently at stations, encouraging players to continue. Easter eggs include spotting the monkey walking around.

  3. End of Experience: The monkey drops the pendant, frightened by the sound of fireworks. A pop-up confirms the pendant is retrieved, and the child thanks the visitors, revealing its significance—a picture of the first Merdeka, transitioning to the present celebration with fireworks.

Fig 4.4 Overall Content

Interaction & Game

Gestures:

  1. Tap

  2. Pinch to Zoom

  3. Two-finger rotation

  4. Swipe (left/right drag)

Fig 4.5 Interaction & Game

Station Contents

Each group member was assigned a station, and the station order was adjusted for better flow. Content, format, and sketches were updated to visualize how station assets could appear.


Station 1 - Traditional Wear

After forming our group, we began an extensive research phase to develop a comprehensive understanding of our topic. Our pri

Fig 4.6 Station 1 Content


Station 2 -  Celebration Performance

After forming our group, we began an extensive research phase to develop a comprehensive understanding of our topic. Our pri

Fig 4.7 Station 2 Content

Station 3 - Street Games

After forming our group, we began an extensive research phase to develop a comprehensive understanding of our topic. Our pri

Fig 4.8 Station 3 Content

Station 4 - Food

After forming our group, we began an extensive research phase to develop a comprehensive understanding of our topic. Our pri

Fig 4.8 Station 4 Content

Station 5 - Arts & Crafts

After forming our group, we began an extensive research phase to develop a comprehensive understanding of our topic. Our pri

Fig 4.9 Station 5 Content

Key Visual 

We began by creating the key visual for one station, received approval, and then applied the visual style to the remaining stations.

Fig 4.10 Key Visual Sketches

Fig 5.1 Key Visual Progress

Storyboard

The storyboard creation was divided into six layers:

  1. Environment/Projection Mapping

  2. Free-roaming Animals

  3. Motion Graphics

  4. 3D Models/Key Content

  5. UI + Information

  6. Achievement Animation

Fig 5.2 Storyboarding

Fig 5.3 Storyboarding

TASK 3

Our presentation happened on the 9th of January 2025.

Project Tracking Document


Fig 5.4 Project Tracking Document


MIRO Board

Fig 5.5 Group 8 MIRO Board


Final Project Presentation Slides


Final Project Storyboard

WarisanXR Final Storyboard Fig 5.7 Storyboard

REFLECTION

Week 1

In Week 1, Mr. Mike briefed us on the module and outlined the expectations for the semester. We also reviewed past projects by senior students to get a better understanding of what kind of outcomes were expected. I was surprised to learn that many of these projects, despite being finalised, were not implemented at the industry level due to a lack of student interest in pursuing them further. During the session, groups were formed, and tasks were distributed evenly among group members. Each of us chose specific sections of the research that interested us, ensuring that no effort was duplicated and that we worked efficiently.

Week 2

In Week 2, we had an interview session with the CEO of TrueXR to better understand the company, its goals, and resolve any uncertainties regarding the project. Afterward, we conducted research on the target audience and identified three main personas based on the data collected. These personas were categorised by nationality: Local, Chinese, and Singaporean/Indonesian. I was responsible for developing the Chinese user persona based on the contextual research findings.

Week 3

During Week 3, we presented our user personas to Mr. Mike for feedback. He suggested that we generalise the personas instead of limiting them to visitors of Museum Negara, allowing for a broader representation of museum-goers. He advised us to ensure that the personas were balanced with the data we had gathered. Based on his feedback, we refined our personas into three key categories: a local family head, a cultural foreign tourist, and school/university students. I also received specific feedback on the persona I was responsible for. Mr. Mike questioned why I focused on a solo traveller in their 30s and emphasised that the traveller persona didn’t need to be limited to being solo or a couple. Instead, he recommended framing the persona as a cultural explorer who might need translation assistance due to language barriers. Additionally, we received approval for our survey questions over the weekend, allowing us to begin collecting data via Google Forms.

Week 4

This week, we focused on distributing our survey online through various platforms after receiving approval. We successfully collected 100 responses, surpassing our initial goal of 80 responses. Once the survey was closed, we assigned specific tasks within the group to proceed with the next steps.

Week 5

During Week 5, we had the opportunity to test out the TrueXR glasses. This hands-on experience allowed us to gain a better understanding of the device and its limitations. We observed that the field of view (FOV) was relatively limited, and that the glasses had to be connected to an external device to function. Despite these limitations, it was an exciting experience to try out a new piece of technology. After the test, we divided our tasks, and my role is to brainstorm and develop content ideas to include in our project proposal.

Week 6

This week, we visited Muzium Negara to explore the proposed space for our exhibition and deepen our understanding of Malaysian history. During the visit, I observed the museum’s ambiance, spatial arrangements, and how its exhibits were displayed. This helped me get a sense of the overall vibe of the place. Following the visit, my team and I brainstormed ideas within various categories, refined our problem statement, and crafted "How Might We" (HMW) questions to align with the objectives of our project.

Week 7

This week, we had a consultation session to discuss our design ideas and art direction. Most of the class time was spent brainstorming a cohesive story or concept to connect all our exhibition stations. During the feedback session with Mr. Mike, he pointed out that our proposed journey lacked a cohesive flow and didn't make much sense. After finalizing a rough idea for the journey, I began working on the slides to prepare for the client presentation scheduled for Week 8.

Week 8 & 9

In Week 8, there was no class due to Independent Learning Week, so I focused entirely on completing the presentation slides while other team members worked on different content areas. In Week 9, we had our proposal presentation to TrueXR. They provided insightful feedback that will help us refine our project. Specifically, they noted that our art direction relied too heavily on neon stylization (cyberpunk) and suggested toning it down with more heritage-inspired visuals. They also emphasized balancing traditional elements with modern effects to engage younger audiences. Additionally, they advised us to storyboard each station in detail, including screen designs and ensuring the content aligns with all user personas.

Week 10

This week, we consulted Mr. Mike about the updates we made to our Miro board after the TrueXR presentation. He provided feedback, highlighting the need to incorporate gamification ideas that align with our storyline and exhibition stations. He also emphasized the importance of maintaining consistency in elements such as art direction and user gestures across all stations. Additionally, he stressed the need to ensure that the entire experience remains interactive and engaging to prevent users from feeling bored.

Week 11

This week, our team focused on filtering content during our meeting and creating rough sketches as visualizations for our storyboard. I worked specifically on the arts and crafts station, sketching digitally to illustrate how the crafts could be displayed. During our consultation with Mr. Mike, he advised us to layer our storyboard, showing how the content can be revealed step by step. He also suggested that we work on one station together to develop it as a key visual that could guide the design of the remaining four stations.

Week 12

This week, we focused on finalizing our art direction and settled on the Malaysian kampung retro style as the central theme for our project. We divided tasks among team members, with each person responsible for a different storyboard layer. I was tasked with creating the achievement animation layer, which will appear after a user successfully completes a station.

Week 13

This week, we focused on developing our storyboard and creating the key visual for Station 4 - Food. During class, Mr. Mike provided guidance to resolve issues with the key visual, such as perspective and the overall concept, which we refined further during the session. Following that, we worked on sketches and digitalization for the key visuals of the other four stations. Additionally, we created a to-do list to prepare for the final presentation, and I was assigned tasks including designing promotional posters, wristbands, and the social media booth.

Week 14

This week, we finalized the key visuals and received approval for them. The team worked together to complete all storyboard frames and station designs, ensuring every detail was ready. We also began compiling all elements for the final presentation. On my end, I completed the designs for the promotional posters, wristband, and social media booth. Additionally, I finished designing and animating the achievement badges for each station, which will appear when users complete their tasks.


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