Experiential Design - Task 3: Project MVP Prototype
xx.xx.2025 - xx.xx.2025 / Week 7 - Week 11
IAN CHOO XIN ZHE / 0369451
Experiential Design / Bachelor of Design (Honours) in Creative Media
MIB
Task 3: Project MVP Prototype
Once their proposal is approved, the students will then work on the prototype of their project. The prototype will enable the students to discover certain limitations that they might have not learnt about before and they’ll have to creatively think on how to overcome the limitation to materialize their proposed ideas. The objective of this task is for the students to test out the key functionality of their project. The output may not necessarily be a finished visually designed project. The students will be gauge on their prototype functionality and their ability to creatively think on alternatives to achieve the desired outcome.
For this phase of the project, Michael and I divided the responsibilities to make our workflow more efficient. I took charge of designing the complete UI for the MVP flow, focusing on how the app would look and feel to the user. Meanwhile, Michael focused on the development side — exploring how to bring our AR sneaker try-on concept to life and making the MVP functional using Unity. This division allowed us to play to our strengths while ensuring both the design and technical aspects of the project progressed in parallel.
To kick off the UI design process, I revisited the moodboard I created during Task 2 to refresh my memory of the visual direction we had set for Sneakpeek. This helped me stay consistent with the overall look and feel we were aiming for. I also explored various UI inspiration sites and browsed Pinterest for more targeted references—specifically looking for design ideas related to the pages included in our MVP flow. This helped spark new ideas while keeping everything aligned with the brand identity we had developed earlier.
After gathering enough inspiration, it was time to dive into the actual UI design in Figma. I opened up the workspace and got straight to work. The process was quite time-consuming, as I was determined to complete the full MVP flow while ensuring the design looked polished and professional. I didn’t want it to feel rushed or cheap—I wanted the interface to reflect the modern, clean, and bold aesthetic we had envisioned for Sneakpeek. Every element was thoughtfully placed to maintain visual consistency while also creating a smooth user experience.
After spending a good amount of time refining the screens, I finally completed the UI design for the MVP. I showed the final designs to Michael, and he was happy with how everything turned out. With the visuals approved, I moved on to the next step—adding interactions and linking the screens together to create a working prototype in Figma. This helped bring the user flow to life and gave us a better sense of how the app would feel in action.
And finally, the work is completed. The picture above highlights the before and after — comparing the rough interface I created back in Task 2 with the completed UI design from Task 3. It’s satisfying to see how far the project has come, especially how the MVP flow has evolved into a more refined and visually cohesive experience. The contrast really shows the progress made, both in design quality and clarity of the user journey.
MVP Function in Unity
Following that, Michael focused on the development side of our MVP in Unity.
At this stage, Michael has made solid progress on the development side. The single tap to place feature is working smoothly and feels stable. He’s also managed to implement rotation using a two-finger drag gesture, which allows the user to view the shoe from different angles. Pinch-to-zoom scaling is mostly functional as well, and the entire AR experience works on a real iPhone device — tested through Unity’s Build & Run.
That said, there are still a few things pending. The scaling function needs to be fine-tuned, as the shoe currently shifts slightly upward during the pinch gesture. The rotation could also be improved to feel more grounded and natural, as it currently feels a bit floaty. On the visual side, the shoe materials haven’t been finalized yet, and there's potential to make the experience even more realistic by having the shoes scale based on foot size. Lastly, foot tracking remains a stretch goal — something we’re hoping to explore if time and tools allow.
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