Experiential Design Task 1 : Trending Experience

 Experiential Design - Task 1 : Trending Experience

20.04.2026 - 11.04.2026( Week 1 - Week 4 )

GE XIANJING / 0377636 / Bachelor of Interactive Spatial Design (Honours)

Experiential Design
Task 1 : Trending Experience

Week 1 – Understanding Experience Design & AR Thinking

This week marks the beginning of the AR Experience Design course, where I was introduced to a fundamental shift in design thinking — from User Experience (UX) Design to Experience Design.

At first, I thought UX design and experience design were similar. However, through the lecture, I realized that UX design mainly focuses on interaction with digital interfaces, such as mobile apps and websites. In contrast, experience design is much broader — it considers the entire environment where the interaction happens, including physical space, context, and emotional response.

A simple example given in class was designing an ATM. UX design focuses on the screen, buttons, and usability, while experience design considers where the ATM is placed, whether users feel safe, and if they have privacy when using it. This helped me understand that design is not just about the interface, but about the situation in which the experience occurs.


Another important concept I learned is about Augmented Reality (AR). Previously, I thought AR was just about scanning something and displaying a 3D object. However, the lecture emphasized that this is only the beginning. A meaningful AR experience should go beyond “scan and show” — it should include interaction, engagement, and extended actions.

For example, instead of just showing a 3D planet, users should be able to interact with it, explore it, or even feel immersed in the environment. This made me realize that good AR design requires deeper thinking about what happens after the visual appears.


We were also introduced to the overall project structure. In the first phase (Week 1–4), our main task is research and exploration. We are required to:

  • Explore different AR applications
  • Test them personally instead of just watching videos
  • Identify problems and opportunities
  • Develop at least three initial ideas

What stood out to me is the importance of hands-on testing. The lecturer emphasized that user experience cannot be fully understood by watching videos — it must be experienced directly. This made me rethink how I usually do research, as I tend to rely too much on observation rather than interaction.


Another key takeaway is that every idea must start with a problem statement. Instead of designing something “cool”, we need to ask:

  • What problem am I solving?
  • Who is the user?
  • Why is this experience meaningful?

This approach feels more structured but also more challenging, as it requires deeper thinking rather than just creativity.

Initial AR Experience Ideas Exploration

Idea 1 — Color Alchemy (Interactive AR Color Palette)

Problem Statement

Traditional color learning is often static and limited to theory or physical paint exercises, making color relationships difficult to experience in an engaging way.

How might AR transform color mixing into an interactive and playful learning experience?

Concept

This idea turns a traditional palette into an AR interactive experience where users select colors, place them into palette wells, and mix them through gestures.

Instead of simply producing a new color, each combination generates visual reactions and immersive spatial effects.

Interaction Flow

  • Scan a palette marker to activate the AR palette
  • Drag colors into palette slots
  • Use gestures to stir and mix colors
  • Discover new colors through experimentation
  • Mixed colors generate dynamic environments or effects

Examples:

  • Green may grow plants
  • Blue-purple may generate cosmic particles
  • Warm tones may create glowing landscapes

Core Experience

Mix colors to create worlds.

Keywords

  • Color Interaction
  • Gesture-based AR
  • Creative Learning
  • Playful Discovery

Idea 2 — Smart Recycling AR

Problem Statement

Many people struggle with waste sorting because recycling systems can be confusing and traditional education about it is often unengaging.

How might AR make recycling education intuitive, interactive, and enjoyable?

Concept

Users scan everyday waste objects and learn how to sort them correctly through AR-based interaction and mini game mechanics.

Instead of only identifying waste types, users actively place objects into correct virtual bins and receive feedback.

Interaction Flow

  • Scan a waste object
  • AR identifies its category
  • User drags or throws object into the correct recycling bin
  • System gives feedback and rewards
  • Progress can unlock environmental transformation effects

Example:
Correct sorting gradually turns a polluted scene into a clean ecosystem.

Core Experience

Learn recycling through play.

Keywords

  • Sustainability Education
  • Gamified Learning
  • Object Recognition
  • Interactive AR

Idea 3 — AR Furniture Try & Arrange

Problem Statement

People often struggle to imagine how furniture fits or looks in their actual spaces before purchasing.

How might AR help users make better spatial decisions before buying furniture?

Concept

An AR interior planning experience where users place, move, rotate and test furniture in their real room.

Beyond visualization, it helps users explore layout possibilities and atmosphere settings.

Interaction Flow

  • Scan room space
  • Place virtual furniture
  • Move, resize and rotate objects
  • Test different layouts
  • Switch between mood scenarios (relax/work/social modes)

Core Experience

Visualize before you decide.

Keywords

  • Spatial Visualization
  • Interior Planning
  • Practical AR Utility
  • Everyday Problem Solving

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