Challenge

Moving can often seem like a continuous stream of stressful events. From the repetitive process of reserving a truck to the challenges of modifying bookings, coordinating with moving assistants, and handling a large truck, do-it-yourself movers using U-Haul can find the moving experience both disjointed and frustrating.

Objective

This all-in-one virtual assistant redefines the entire moving journey. It offers responsive voice-guided features that optimize tasks, enhance coordination, and provide real-time alerts and guidance. It's particularly adept at intelligently addressing complex requests, which is a valuable asset for movers under pressure. By doing so, it significantly boosts the efficiency and overall enjoyment of the moving process while simultaneously alleviating driving concerns through hands-free, real-time support.


MOMENTO

Developing an interactive educational experience that leverages MR technology

TIMELINE

2023 Oct - Dec ( 7 weeks )

TEAM

4 Designers ( Myself, Annie, Jo, Rini )

TOOL

Figma, Figjam, After Effects, Notion, Quest 3

MY ROLE

UIUX design, research & strategy, branding & visual design

SUMMARY

Coming soon...

This project demonstrates

Coming soon...

BACKGROUND

The National Aviary is a museum that allows visitors to have close contact with birds in an immersive habitat. We've identified a gap among young adults who feel disconnected from traditional museum experiences but express interest in new technology. Our design challenge is centered on creating an immersive learning experience for young adults at the National Aviary.

OUR FOCUS

Our primary objective is to design an experience that blends the Aviary’s immersive environment with interactive Mixed Reality (MR) technology, adding an extra layer of engagement, particularly targeting Gen Z individuals.

RESEARCH

Understand the space, visitors, and current experience
First of all, Through on site-research and 8 user interviews, we found the following learning patterns in current visitor experience and it’s limitations
Transform what people say to what it means for design

OUR APPROACH

GAMIFIED LEARNING
EXPERIENCE DESIGN

Learning is an active and conscious knowledge-construction process. Learning theories provide the foundation for how individuals construct knowledge and engage in meaning-making. Educational games need to be well-designed to incorporate learner engagement, a crucial component of educational effectiveness. Flow theory forms a foundational aspect of designing educational engagement. It describes a state of flow wherein learners are deeply engrossed in an activity, losing track of time and finding heightened interest and enjoyment (Csikszentmihalyi, 1991, 1997). The theory suggests three channels for learning: the boredom channel, flow channel, and frustration channel (Sharek & Wiebe, 2011).

Pictorial explores the integration of Flow Theory to design an immersive learning experience at the National Aviary
User Journey Map

DESIGN

DESIGNING MR INTERACTIONS IN AVIARY

We designed 7 primary gestures to enable users to interact seamlessly throughout Memento’s gamified immersive experience and reach goals.

ASSISTED TECHNOLOGY DESIGN FOR PRE/POST EXPERIENCE DESIGN

mOBILE FLOW 01

Connect AR Device

Sammy, through alerts and notifications, integrates with Apple Maps to provide users with real-time safety alerts, ensuring a safe and pleasant driving experience.

pOST-VISIT

My Library & Bird Info

Helps users stay informed by keeping track of upcoming tasks and appointments, and sending notifications about changes in order status, helper confirmations, and more.

Branding & design system

Our goal for the new branding system is to design within the constraints of the current U-Haul branding while bringing a fresh perspective. I assembled the main components of the interface and crafted a clickable prototype for product demos and user testing.

DESIGN DEMO

Concept Video coming soon....

NEXT STEP

Validating the effectiveness of the learning experience with the proposed framework, we need to conduct more user tests and further refine the process. Additionally, apart from the mainstream gamification task flow, we plan to consider sub-task flows or unique user cases to accommodate a broader range of user groups