Week 02 - Week 07
Ahmad Firas Bin Ahmad Fisal | 0345121
Experiential Design | Bachelor of Design (Hons) in Creative Media
Task 01: Trending Experiences [Exercises]
EXERCISES
Exercise 01: Week 03 - Journey Mapping
- We were instructed to make our own user journey in class as a group activity
determined by the table you're sitting at. We had to decide what sort of an
event we could replicate that would give us a robust user journey map at the
end of the activity.
Chosen Journey: Sunway Lagoon Experience.
The image attached below will be the User Journey Mapping and a link to the
MIRO board will be attached together:
Exercise 02: Setting up Unity and Vuforia Engine
This exercise is when we were given the time to finish installing our Unity
software on our laptops and a couple of students faced their laptops crashing
it was scary to witness that because you never know how your own laptop would
do the same or not. A couple of students I know purchased a new MacBook Pro
14-inch just to compensate themselves for this module. I chose the route where
I purchased a new Android phone to pair it with my Windows laptop for future
purposes.
Unity Build Settings is an important if not the most important step to
complete before starting any new project. It is much easier to have your build
settings changed before having any content in your project as it might take
longer time and even might face problems in the future if we decided to change
it midway through the work or after everything's completed.
Always have your 'Platforms' set accordingly and Choose our phone size to view
the template accordingly. But it was also noted by the lecturer if we have no size to choose in particular, it is always safe to choose the 16:9 Portrait for the display resolution settings.
Moving on to the Vuforia engine, we were required to register an account and
choose the appropriate version to add the Vuforia engine to our unity project.
This is an important step because the Vuforia engine allows us to do most of
our tasks in this module as explained by our lecturer.
Steps to attach the AR camera to the game object
- Game - Game Object - Vuforia Engine - AR Camera
Steps to add the license key from the engine
- AR Camera - Open Vuforia Configuration - Add License Key - Paste Vuforia License Key - Play - (Our camera will be turned on)
Exercise 03: Adding Assets and Cube Animation
In Vuforia:
We were required to go to the Target Manager to add our database and follow
the necessary steps. Upon reaching the ability to choose our type of image
target, click Image choose our image and upload it in the target manager
remember to follow the size and quality of the images so that we can get a
rating of 4-5 stars which is the recommended rating so that it won't cause any
issues in the Unity software in the future.
After, we download the database choose Unity and import it into the software.
How to know if your assets (images) are now successfully in the software, the
"Assets" and you could see your uploaded image to the target manager in the
Vuforia Engine.
In Unity:
Now that we have our image imported into the software, we shall begin the
steps to animate the cube. By following what is being taught in class, the
major steps are as follows;
- Importing our image via target manager through the Vuforia Engine
- Add a cube to the canvas of the image where the image target is the main
goal here
- Make the cube jump as the camera of your laptop now scans the image that you
have uploaded in the engine and displays it through your phone.
Before diving into the steps to show how the imported images will appear, I will show snippets of how the integration between Vuforia's License Manager works:
![]() |
| Vuforia Engine - License Manager |
![]() |
| Unity - Adding the License Key |
After this, we could begin the steps of importing our image to the Vuforia Engine under the Target Manager tab so that we could it could be imported and viewed successfully in Unity;
![]() |
| Vuforia Engine - Target Manager View |
After reaching the necessary Image ratings and following the requirements of the photos, we will then click Download Database and choose Unity Editor. A file will appear in the downloads file and all I have to do is to import the package into Unity by dragging and dropping it in the workspace of Unity.
After we have added Image Target by right-clicking the Hierarchy at the top left side of the workspace, at the right side of the workspace where the Inspection panel is located, we activate the image by clicking Type - From Database and your imported package will be listed if it's done correctly.
![]() |
| Image Target - Scene View |
After making the Cube I added earlier as the child of the Image Target [Parent], it will appear as shown above, the only way to test it now is to hit the button play and open the image from your personal device to see if the cube appears as well.
![]() |
| Image Target - Live View [Cube] |
Moving on to attempt the cube animation where it will move up and down. Firstly, I will need to activate the animation from Window - Animation and click the necessary button to start animating. To specifically target the 3D Object - Cube, I clicked on the Add Property and proceeded to find Cube Animation - Transform - Position. After, I adjusted 3-way keyframes to ensure that there would be a peak point in the animation before reverting back to the original position and clicking the recording button while I was at it to ensure that it was working well. Finally, proceed to try it out by clicking the Play button.
![]() |
| Cube - Animating |
Below is the live preview version of this section of the exercise:
Exercise 04: UI Buttons
For this exercise, we were tasked to add a panel and UI buttons so that
eventually we could go to another scene by just clicking the button. Coding in
C# script is required for this exercise. It is quite overwhelming because the
code can be quite complicated to comprehend. The image attached below is the work in progress of the UI buttons exercise, it is at its raw stage.
We were also reminded to change the Texture Types for our added UI Buttons
(Sprite 2D & UI) - Sprite Mode (Single) - [Scroll down] Click Apply.
** Seeing that I continued this particular [UI Button] exercise straight into my Final Project as a continuation after the Prototype, the documented demonstration will be both in this blog as part of the exercise and also in Task 04: Final Project's blog.
This exercise continues straight into the overview of one of the scenes for my final project. Users will encounter this home page to click 'Scan Now!' before having to use the camera to scan the business card (Image Target).
After watching one of the recorded lecturers from a couple of semesters ago, I followed his tutorial in making this home page to provide structure to my final project. The first image attached shows the workspace in Microsoft Visual Studio where all the coding happens and the second image is when we have to integrate the script directly from the canvas panelling so that it will function well.
*The button was tested (without documenting it here), and it functions well because it was able to move to the next intended scene.
REFLECTION
To be completely honest, I have no idea what's going on because this software
and field of study (AR) is completely new to me and I feel like there were no
introductions on how to use the basics of Unity except for just an
introduction on what is the function of the Experiential Design field in
UI/UX. Although this may seem really simple to readers, I faced challenges
just with these at the time of writing because of how complex this software
is. I admit that this caused several mental breakdowns because a part of me
was expecting at least a direction given to us via first-party or third-party
videos to help us understand the fundamentals better.
However, after trying out the cube exercise again, It was like seeing a light at the end of the tunnel, I am now trying to walk through the long and dark tunnel to see where will this module lead me. Hoping for the best from now on.










.png)



Comments
Post a Comment