User Centered Design and AR - Part One
This post was originally published on March 1st, 2020.
If I’ve said it once I’ve probably said it a million times - I don’t really have an interest in serious games, and I’m not particularly good at making them. However, this hasn’t gotten me anywhere in the past, so I’m going to attempt to go into this project with better spirits.
For this project, we are to create an augmented reality application demo considering user centered design. The project is to be centered around some scan data of the one of the fountains in the park surrounding the Kelvingrove Art Gallery.
The tasks of the project can be split into two categories - the art side, where we’re to recreate the scan data of the fountain, and of course the user elements - where we’re to collect data with considerations to, and in response of, the application.
For this project, I’m going to begin by creating a plan - presumably a Gantt chart - considering all of the elements and stages of this project. I’ll then create a preliminary design for the application, and at a similar time to doing this collect my research and data. Upon creating my application, I’ll run the prototype back and see what the response is. That’s currently my basic idea, but I’ll really need to go into creating a list of what I’m going to do, what I’d like to go and a chart to reflect this.
In the meantime and between working on this, I’m going to get started on the fountain model as it will probably be the only element of the project that’ll be a constant. My aim will obviously be low-poly for the hardware it runs on, but I would still like something impressive and reusable, but I’d like to go into more detail in a dedicated post.














