MOMENTS

AR app to book Immersive Events
Demogorgon on attack
Project timeline
12 weeks
Team & role
Solo Project:
Ideation, Research, UX/ UI Design, branding, Motion Design, Development
Tools used
Adobe XD, Unity, Spark AR, AfterEffects, Photoshop, Rotato, Notion, Google forms, Maze
PROJECT type
AR, Mobile App, Social Media Filters

Immerse yourself in Moments with AR

MOMENTS is an AR-driven app I conceptualised to give a sneak peak of immersive events in London before booking to help them decide which one they actually enjoy. The goal of this app is to facilitate deeper interactions and engagement towards the users. Through this project I wanted to push the boundaries of user-friendly interfaces and create something unique, engaging and effective.
This was the final major project that was done during my time in the Interactive Media Practice program at the University of Westminster in 2022.

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Microinteractions & Popups

Create healthy habits!

Body tracking featureBody tracking featureBody tracking featureBody tracking featureBody tracking feature
High fidelity wireframes of Moments app
possible problemS
01

Customers are more concerned with purchasing into experiences that make them feel involved and connected since typical purchasing has become boring and mundane.

02

The only platform where the latest and upcoming immersive event could be found is social media. There were no websites or apps dedicated to immersive events at this time.

03

Typical customers would appreciate being able to read reviews and comments from other people before making a purchase.

proposed Solutions
01

An event booking app (via mobile and Ipad) that provides event booking feature with the help of augmented reality.

02

The app aims to let users explore various events that are trending and upcoming all at one place. It will help users to find the latest events happening around them. It also allows users to create a list of events that they like and save them for later use.

03

In order to make the decision beforehand, a community is established within the app. This community will help users to make a decision beforehand by providing them with information and asking questions.

The challenge

The brief of the class was to design and create our own app. Instead of getting paralysed by choices, I chose to question storm and explore the areas I cared about as an individual.

01



How might we able to use technology to enhance (not replace experiences?

02


How might we able to create a solution for reducing platform switching and create unified personalisation experience?

03


How might we able to increase the customers reliability of content and make it more interesting and engaging?

01.

DISCOVER

Quantitative Research

The UK specially London is a hotspot for immersive content creators, thanks to its strong community of entrepreneurs, technologists, educators, developers and content makers. According to my research I believe that the UK has the potential to become the best place in the world for creating immersive content and applications. 

VR/ AR usage across UK by technology

According to socio.events companies that prioritise experiences over products/ features have a 200% greater chance of referrals and 25% more loyal customers. Therefore providing a delightful experience to customers is the most important thing that would also leave a lasting impressions that is personal and unforgettable to the customer.

Pros of using XR technology in the project
Qualitative Research

I conducted a user survey on google forms to get to the most demographic with open end questions to get more understanding of the users, and to prepare for follow up interviews. Total 15 questions were generated.
Click here to find the survey questions.
Click here to find the in insights that came across.

User survey insights


One on one interviews: After the survey, we reached out for one-on-one interviews with 2 of the participants who are more likely to be our target users. 

user interviews insights
Competitive & Comparative Analysis

Later, In order to understand how existing players are using technology to augment real-world experiences, I spent a lot of time (and space) on my phone, downloading, playing (and analyzing) apps.
I looked at a variety of experiences - some travel related, while others had an interesting application of AR in their app. I went on to analyze the strengths and weaknesses of each app in order to help me while designing. The main aim of this app is to achieve the maximum engagement and be the most interactive amongst others.

To find in detail competitive analysis

Click here
Competitive Analysis

02.

DEFINE

Target Audience

Moments targets GenZ and Millennials living in major cities in Europe like London, Paris or Milan. Since digital natives, young consumers have been raised in an era of interconnectivity and are always open to new innovations in technology. Their professions range from lawyers, journalists, engineers, designers, tech folks – people who more open to integrating technology in their lives. At an initial stage we targeted only London and can expand after third year.

Target Audience
Business Model

I have divided business model to understand if a method that validates a solution can actually solves a problem for real customers in a dynamic marketplace and ensures product and market fit. It helps the entire team and the stakeholders reach a shared vision for efficiency. Therefore I categorised it into 4 different categories that I found is important to generate before diving into the details of the project.

Click here to read thoroughly in pdf.

To get the more insights of the app I produced the lean canvas that was used to mitigate the risk and uncertainty associated with launching the product as well as ensuring product-market fit in the long term. One of the biggest reason I used lean canvas is that it allowed me to gather a significant amount of crucial information in a reasonable amount of time.

Lean Canvas Model
S.W.O.T. Analysis

SWOT Analysis was done at this stage which opens up new doors for brainstorming ideas and a more structured analysis. Our team tried to have a positive attitude and look for more possibilities.

SWOT Analysis
Personas & Empathy Map

When thinking about designing a booking experience via AR, there were several use cases that came to mind such as travel & tourism, events, movies, workplace and education. For this project, I chose to explore the domain of event booking and the most interesting and hyped up one. Based on that, I created a persona of someone that would use this app and considered the different goals and problems users may have.

Empathy Map Camila Brown

03.

IDEATE

Brainstorming

Furthermore, to analyse the problem I did a 5Ws brainstorming that helped me with my research. The 5Ws is a process of streamlining.
It allowed me to form a less vague picture of what is required to be researched so that I don’t blindly walk into obscureness. Also, to traverse from ambiguity to clarity regarding what is to be researched. 

Who? What? When?
Where? Why? How?

I did an HMW exercise that was intended to look for opportunities, not problems or solutions. have taken the insights and pain points of the target audience and tried to positively reframe them.

HMW's

Finally, I did the MoSCoW method that is a great prioritisation technique, that includes must’s, should’s, could’s, and will not have to avoid adding “over-features” and would be hard to know what works and what doesn’t. Therefore I planned and gradually rolled out the solutions.

MoSCoW Method
How Might We use technology to help people especially the young generation in a global giant city of London to enjoy and explore immersive events and interact more deeply with others in real world?

Central paradigms 

During my work in improving user experience, I mapped out 3 central paradigms 

01

User Experience:

The experience that is engaging and exciting to the audience. AR feature is introduced so the application don’t seems to be boring and mundane like a regular application. 

02

Location oriented:

Proving the user with information, directions and choice of transportation about the events on application maps 

03

People-oriented :

The content must be sharable with the audience to know the events ratings and reviews. Also, if that event is in their interest or not. 

04.

DESIGNING

Structuring findings into product solution

Information Architecture
User Flow

Designing visuals and interfaces

No matter how much I plan, a large part of my design process is intuitive. This also means that I sometimes get carried away and can't stop exploring. Below are some of my explorations...

UI Design

Developing on Unity 3D

The app was developed on Unity 3D via Vuforia and AR Foundations. Target tracking and face tracking were used to built AR filters that were meant to be made according to the immersive events in London to give users best and curated experience that build excitement. Different AR Filters were tested to the target audience then implementing their feedback in an improved iteration. Here are the few snapshot I took while testing AR. First one is implementing of single target tracking of Demogorgan 3D model for Stranger Things- Immersive Experience and second one is implementing multiple image tracking of Dinosaurs 3D model for Jurassic World- Immersive Experience.

Testing demogorgan 3D modelTesting dinosaurs 3D models

05.

TESTING

Wireframes Testing

Using the feedback and insights gained from research, analysis and sketching, a mid-fidelity wireframes were created to begin usability testing.

STAGE 1:

Mid- fidelity wireframes

STAGE 2:

Heatmaps and eye tracking testing
Usability Study

A usability testing was then conducted in 2 stages to determine the improvements of the product and identify new ideas to satisfy users needs and desires.
In Stage 1, mid-fi mockups were tested with the target audience to improve final high fidelity screens.

Final usability testing was conducted on Maze because the results were rapid that enables me to collect both qualitative and quantitative data in one place. Moreover, it was easy to use and share the link to test conveniently. Here the main motive was to study heatmaps, misclicks, time-spent on the most important given task that was booking experience to improve overall experience of the app.

Usability Testing Result

06.

DELIVER

Dashboard that build excitement

Through the main screen of the app, based on my insights, I wanted to give people the flexibility to search for experiences they are interested in using a variety of filters. I also chose to use strong colours, imagery and type to catch people's attention and allude to the exciting journey they are about to embark on. Moreover, the search button allows users to find what they're looking for quickly.

Dashboard

Something For Everyone

I learned from my research that users like feeling in control. In order to give them a variety of experiences, the app has different types of filters each connected to the specific immersive event that can be experiences wherever users want. By giving people this feature the engagement, experience and overall fun build users momentum to keep coming back to the app.

Demogorgon on attack

Delightful Popups

The app celebrates every goal with delightful popups that encourage people to continue their journey. These kind of interactions give the user feedback, both good and bad, on what the current status of the system is, what the result of their actions will be or what has already happened as a result of their action and tells them what they should do next.

Microinteractions & Popups

Get maximum engagement with people!

According to my research people enjoy an app that provide its user swiping effect as they say “It’s fun, it’s like a game!” The easy access to these kind of apps allows us to swipe compulsively everywhere we go. Therefore, by introducing swipe action in discoverable screen increase maximum engagement with people and events around them.

Discover people and events screen with swiping effect
The entire project was consolidated via design system

Marketing via Instagram & Facebook Filters

A marketing strategy was conducted on social media channels of Instagram and Facebook by generating AR filters to let users try on the immersive event in AR. The campaign concept for Instagram and Facebook encourages users to "Have a sneak peak" of the immersive event by using the AR filter and sharing it with their friends. I have chosen 5 immersive events in London to build an AR filter around the concept. The SMART goals and Social Media metrics are bought in the marketing plan as well.

"One of the pain points when running a social media challenge is how to make it easier for the public to participate. The AR ad  that is ran using Spark AR effect is a great example of how we can possibly overcome that barrier.“

1. Van Gogh Starry Nights
2. Prism Effect
3. Mexican Genisus- Frieda's Flowers
4. Dopamine land
5. Stranger Things- Vecna's Clock

Reflection

Understanding Myself Better

It is extremely liberating to be able to create your own product without any constraints. This project was a defining moment for me in understanding my values as a designer more deeply - I am extremely passionate about trying to bridge the gap between physical and digital.

The Power of Storytelling

People love stories. It helps them feel invested and allows them to engage more deeply. It is not enough to put information on the app for people to read, rather, it is really valuable to carefully craft the narrative and take into consideration how each story relates to the next.

Who Am I Leaving Out?

Having access to the internet and a smartphone is to be a in very privileged position. By incorporating certain features into my app, I am once again limiting the number of users who may be able to access it. In what ways can I adapt the experience to allow for people with different abilities to also have a great experience?

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