Goal

Using a variety of prototyping methods, develop an virtual reality-based (VR) solution to better understand the process of developing for virtual reality

Problem statement

While there has been a 200% increase in families who garden since 2008, there are still several constraints that prevent others from enjoying the multiple benefits that cultivating a garden provides. Our team aimed to address the constraints of information and education by providing a low-stakes environment to replicate and test variables in a home garden without doing physical damage to actual plants or wallets of its users. We chose VR for this project because it would increase accessibility. Users without the physical space to garden would still be able to learn the process of planting, caring for and harvesting plants.

 

Sketching

After an initial brainstorm, the team began sketching to work through possible interactions. By moving to sketching quickly, the team was able to visualize interactions and adjust to what may be possible. Using VR-specific templates, the team was able to sketch while keeping things like field of view and perspective in mind.

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Physical Prototyping

With the goal of creating a VR experience, the physical prototype required the team to consider the entire environment, including foreground, background, lighting and perspective. Prototyping using Play-doh and paper allowed the team to quickly create and recreate objects and move them about the space easily as different constraints were discovered. Additionally, by filming the physical prototype, the team learned the importance of planning interactions, which proved crucial in during digital prototyping.

Digital Prototyping

Each member of the team created a digital prototype focused on specific interactions. Using A-Frame, I prototyped the interaction of watering a plant. Focusing on one interaction allowed me to gain exposure to the components that make up a VR scene without becoming overwhelmed. After receiving feedback, the group iterated on our designs to create a final VR prototype in A-Frame that included multiple interactions, such as planting, watering and harvesting. By working in teams, we were able understand a wide variety of elements such as interactions.

Reflection

The biggest takeaway from the prototyping exercise is to start thinking in 3D as soon as possible while still putting thought into planning the scene and interactions. The team quickly jumped to physical prototyping which helped us place items in space, but we didn’t talk through the interactions, so our first attempt to record was convoluted. I also learned the importance of trial and error and moving quickly when using programs like A-Frame. I spent several hours trying and failing to import a watering can Poly, only to realize the issue was with the Poly and not my application of it.

Creating VR experiences requires knowledge well beyond the use of tools like A-Frame or Unity to be able to create and manipulate objects. My final takeaway is that digital prototyping isn’t once size fits all. Near the end of prototyping the team tested VR Garden on both Oculus and Google Cardboard and learned that the proportions were widely different. In the future, I would beginning testing much sooner in the process.

In comparison to augmented reality, prototyping for VR was easier in the sense that I had control over the entire environment which I felt more easily allowed for creating interactions.

Augmented Reality Project

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Goal

Using a variety of prototyping methods, develop an augmented reality-based (AR) solution to better understand the process of developing for augmented reality

Problem statement

The number of craft breweries in the United States has grown over 450% since 2008. Due to this proliferation, beer alone no longer sets breweries apart and breweries must look to new experiences to differentiate. Our aim is to create an augmented reality experience that breweries can integrate into tours to create ways of introducing customers to their beer and brewing process.

Source: https://www.visualcapitalist.com/numbers-craft-beer-industry-u-s/

Brainstorm

As AR focuses augmented the real world, the team found sketching less helpful than in virtual reality (VR) prototyping. We found it easier to communicate flow by talking through interactions and mimicking the motions we thought would be required.

Physical Prototyping

In another departure from VR, AR prototyping did not require us to create the entire environment, so the approach of the team differed. Instead of focusing on objects and placement, interactions were brought to the forefront and the team heavily relied on transparencies to overlay information.

Digital Prototyping

Each member of the team created a digital prototype focused on specific interactions. Using Unity, I prototyped using a beer can as a marker to display information about the beer’s contents and labeling tanks within the brewery. As our problem statement focused on giving breweries the ability to differentiate in a crowded market, I felt that being able use their logo and brand as a marker for interactive experiences was key. I found using developing an AR interaction easier than VR because I was placing objects in space instead of creating an entire environment. After receiving feedback, the group iterated on our designs. In this next phase, I expanded on exploring a brewery in AR by simulating what was traveling through pipes and into tanks. I found this aspect more difficult because I was not testing in a real world environment.

 
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reflection

I found physical prototyping for AR easier than physically prototyping for VR because the team was able to use the environment around us. However, this proved detrimental when digitally prototyping. To simulate walking through the brewery, I used a photo of a brewery which I felt was more difficult. I was using the photos to serve as a singular marker for multiple interactions. In reality, I would have been able to craft those interactions individually either through multiple, brewery logo-based markers or marker-less technology. In comparison, with VR prototyping I was creating the environment, so it wasn’t a constraint.