Enriching the Narrative Space

Studio Tour

Before doing a deep dive into this project, our first assignment was to experience what the tour feels like now and pay attention to how it took place throughout the whole thing. The tour is mainly guided by a student with stops to Freshman Studio, Communications Studio, Environment Studio, and finally Product Studio.

*check messenger for details*

Based on my experience, I started off making three separate persons of someone who could have possibly taken my place on the Design Tour.

Iteration 1 — Personas

Parent Persona
Transfer student persona
Incoming student persona

Iteration 2 — Personas

Updated personas- I decided if I really want to take into account everyones wants and keep in mind the questions they may have, I should explore more about each of their wants. So I decided to add more to each persona, making them more relatable. This is their information cards with some more details about them and what could help me create an overall great experience.

Now the next step would be trying to accommodate each person's needs while also answering their basic questions about the school. The overall arching questions are:

Who are the designers?

What do they do in the school of Design?

Why should I want to come here?

Iteration 1 — Storyboard

When starting storyboarding, some things that need to be considered prior to designing this experience are:

Most of the information about the school to the general public is mostly analog. When taking the tour, they give you a booklet bout the tracks as well as the program. Nothing has really been digitalized.

That trickles down to the next consideration which would be the affordances or even benefits of AR/MR.

Does this MR experience need support from other tech features outside itself? It might need someplace to house all of its parts if there is any.

With everything being mostly analog, how easy would it be for someone to understand the reason for the HoloLens? With knowledge, the MR could help create an immersive experience, but it means for that to happen, the experience must have intuitive features.

What information do we want to send the potential students or parents/family with? How can we give them an experience they will remember for the ride back? Even possibly leaving them with questions to ask the tour guide, another designer, or even themselves.

The impact it will have on everything around us. The Freshmen will still be in the studio while tours happen, would they have to move all of their stuff to create room for the MR? Or will it be in tune with what they are doing in the studio.

With my first iteration, I made it very broad because I don't have anything set in stone. The considerations each take on a big part of what needs to go on before, during, and after the MR experiences. Starting off, I would want the users to come in and experience the MR for themselves but still have room to ask questions about the studio and works as well.

With not all of the considerations considered, I created my first iteration.

The first iteration of the storyboard- drawing

After this point, it was still hard to picture what would actually happen and what the user is going to see when inside the AR.

Iteration 2 — Storyboard

I decided to step into the Mixed reality world and try to attempt a storyboard in there as well. More on the side of trying to display what I would want the viewers to see themselves.

I wanted to display a 3D version of the plant we picked to do our plant exploration. With the 3D model, I wanted to highlight particular parts and have a text box explaining what that part of the plant meant to the designer. Alond with that I also wanted to have audio explaining their thought process during the project. The plant would also be able to move with

The second iteration of storyboard on TiltBrush

Iteration 3 — Storyboard

I quickly decided that I should add some more context to the storyboard so I added a picture to represent the final silhouette piece along with the

The third iteration of storyboard in TiltBrush

Iteration 4 — Storyboard:

Update on storyboard-

What project highlights should be represented?

What kind of interactions should appear?

How many are too many? Too much can make the experience too complex, too little can make the experience boring.

I decided to do a more flushed out storyboard with more detail. First going to the display case, interacting with the AR to see the 3D plant as well as other drawings and having them relate or connect back to the sketchbook.

Storyboard on TiltBrush
Final plant iteration on TiltBrush


I wanted to display the AR in a display case and have it set in the freshmen studio but after much deliberation, I decided to switch it to have it on the island table instead. Gives more room for other users to interact as well as making int comfortable to see the AR experience in an open setting.

Image captured of Freshman studio
Locating a space to set up the VR interaction.

VR Experience- Playing with VR-

Now that I have some idea of what I want the viewers to see and experience when the HoloLens is on, I wanted to make sure I had some interactions that would make each experience unique in some way but still helps keep them grounded in discovering more about how the designer thought through the project. I also want to answer some more consideration points, like how can I make this experience bring up more questions as well as interest in this school in the user's mind.

Testing and playing with behaviors on Reality Composer

Process of creating the final video. Thinking about how users will interact with the MR experience using intuitive gestures like tapping or spinning.


Sketch book pages for interaction demo.

Self-reflection: How were the skills you developed in the first project similar and/or different from the second project? What is your understanding of the role of an Environments designer?

With the first project, I’ve just taken a stab at interaction design with people and trying to make users experience better. As I started to work more on the project and going through critiques I felt that my ideas were really being pushed further and tested. With this project, I wanted to incorporate what I learned from the past. Using interactions to make an experience better. I purposely chose to do experience that would not only make it so that it isn't only something they watch but something that they can influence. With this, the thought of accessibility surfaced. Because everyone is different, we all adhere to information differently, so giving the user a choice in how they receive the information was important as well. Finally, something similar to the last project is understanding when enough is enough in terms of adding too much content that would make it overwhelming.

I believe that what the role of an Environments designer is supposed to be. We should make the environment around a user intriguing at first, but easy to and able to use. It is important that we take into account what the goal of the user is along with the affordances of an object or tool that they are going to use. This project was definitely more challenging than the previous one in my opinion in the sense that you want the users to experients the MR from start to finish. Keeping them engaged for a long period of time required them to trust us as designers.

Final Video

Post-project self-reflection:

This project was definitely an eye-opener. Every step of the way in this project was something I haven't done in the past and it was amazing to see how I ended up progressing at each part to create the experience that I ended up satisfied with. I definitely had to play a lot with how I wanted to showcase analog work as well as digital work without making each one to overwhelming. Creating the interaction was also one of my favorite parts of this project because it reminded me of the last project. I feel like it the ‘little things’ that make an experience memorable, as well as what I learn from it. I hope that we can involve MR in the future but it really made me want to continue on with this project. I would like to see what the final state can look like with more iteration and tweaking some specs of the MR. I also loved looking into AR/VR tools that helped along the way such as TiltBrush, Gravity Sketch, and Reality Composer and would like to further seek more tools that can help me improve upon my ideas. I still want to improve on how I go about doing a certain amount of improvements or revisions on my work. I feel like I get very invested in the iteration part of the project and it doesn't give me enough wiggle time towards the end to try and see other iterations of interactions or video planning. I definitely want to improve more on this project and see how far I can go in making it even better.



Get the Medium app

A button that says 'Download on the App Store', and if clicked it will lead you to the iOS App store
A button that says 'Get it on, Google Play', and if clicked it will lead you to the Google Play store