Experiential Design | Final Project - Completed App

06.07.2025 - 27.07.2025 || Week 11 - Week 14
Hanson Pea Wei Hao || 0359463
Experiential Design || Bachelor of Design (Honours) in Creative Media || Taylor's University
Task 3: Project MVP Prototype

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Instructions


Task:

So After the last task which I only apply 1 filter for the apps, so for now for the final we decided to add few more filter in. In the first I have try warm tone and neon in Figma to show how it look like.

Fig 1.1, Filter effect in Figma

Fig 1.2, 4 Filter show on filter button

Fig 1.3, love effect

Fig 1.4, warm effect

Fig 1.5, neon Effect

We also want to try black and white effect, but in the end it having too many bug and cannot show the black and white properly, so I give up for that.

Fig 1.6, Trying add on Black and white effect

After that, we also remove for neon effect after discussion, because we found out it so weird for the result. 

Fig 1.7, The remove of neon Effect


After that we have done the item and ask for the feedback, the lecturer say our AR interact is too less. So we planning to add a 3D lyrics. After trying and facing so many bug, so we decided to add a 3d model for it. 

By the time we having, we don't really have time to create a new 3d model for it, So we find a 3d model who look like singing in Unity store, and import it, but we facing a lots of problem about it scale it when show on the canva and the rotation as well. Thanks to my groupmate hekp to solve this problem so we canoot finally complete to the last step.

Fig 1.8, Adding 3D model, Scale and rotate it

We also change the song From Kendrick Lamar 's song: Damn' to Rich Brian: Love in My Pocket and OneRepublic: I Ain’t Worried to more fit our song filter and more chill at all. After that i start facing very funny problem we do wrong from the first, We didn't realize we us 836 x 346 for our aspect, and we find it out when we transfer the file to apk.

Fig 1.9, Wrong aspect in phone

After that we quickly find out the problem and rescale it by with 1080 x 1920

Fig 1.10, Scale it with 1080 x 1920

After the transfer I find out it still having gap between 1080 x 1920 aspect So i decided to use my own phone aspect for it which is 3120 × 1440 aspect and finally it look great on my phone.


Fig 1.11, Find gap at 1080 x 1920 aspect

Fig 1.12, Fix it to 3120 × 1440 aspect 

Final Submission

Target image:

Fig 2.1, Rich Brian: Love in My Pocket( Target Image 1)

Fig 2.2, OneRepublic: I Ain’t Worried( Target Image 2)


Final App for Andriod : [APK]

Final Video Presentation


Walkthrough Video:
Fig 2.3, Walkthrough Video of Ar App

Final Video Presentation: [Youtube]

Fig 2.4, Final Presentation video for Tune AR



Feedbacks

Week 14: For the item your group making is very less interactive with AR, mostly like a Scanning QR code and then listen to the song and look at the lyrics show on the bar. So if want to add more change maybe can try to add like 3D lyrics or other way can show more AR content. 


Reflections

I found the process of adding a 3D model into my Unity AR scene surprisingly challenging, especially when it came to handling rotation and scaling for different phone resolutions. At first, I assumed placing the model and allowing interaction would be straightforward, but I quickly ran into issues where the rotation controls didn’t behave correctly, and the model appeared either too large or too small on mobile screens.

One of the biggest obstacles was figuring out how to scale the 3D model properly using Canvas settings and world space coordinates. I struggled to align the model with UI elements and to maintain the right proportions when switching between editor and actual phone display. On top of that, I faced several trial-and-error attempts trying to get the rotation script to work smoothly without breaking the interaction or causing strange behavior in the AR space.

These problems made the process feel overwhelming at times, but through testing, debugging, and researching Unity best practices, it take really long time than I think. especially around RectTransform, anchors, and phone resolutions — I gradually started to make sense of it. Eventually, I managed to fix the scaling issues and get the model rotation working the way I intended.

This experience taught me the importance of adapting design for mobile environments, and how small adjustments in Unity’s UI and Transform settings can make a big difference. Although it was a frustrating journey at first, solving each problem gave me a deeper understanding of Unity's interaction system and boosted my confidence in building for AR.
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