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gARdens — An Augmented Reality UX Case Study for Green Spaces

University of Sydney Coursework - DECO3200 Interactive Product Studio (3rd Year Capstone)
My Role
End-to-end UX design process, Unity Developer
Team Members
Angela Troung (UX Designer, Branding),
Sophia Cruz (UX Designer)
Timeframe
Aug 2023 - Nov 2023
Project Type
UX Design
Immersive Tech Prototype
Tools Used
Figma, Miro, Adobe XD, Unity, Niantic Lightship, Notion
Overview

gARdens is a mobile AR experience designed to enhance park visits by blending virtual and real-world interactions. The app allows users to scan a floor decal in a park to enter a shared AR garden, where they can plant and nurture virtual flowers. gARdens fosters personal fulfillment and strengthens community belonging by making green spaces more interactive and meaningful., aligning with UN Sustainable Development Goal 11.7—ensuring safe, inclusive, and accessible green spaces for all.

Background

Project Overview

Through iterative prototyping and user testing, gARdens explores how augmented reality can encourage deeper engagement with urban green spaces, particularly for those who visit parks infrequently or only for short durations.

Let's begin this design journey from the beginning!

“universal access to safe, inclusive and accessible, green and public spaces, particularly for women and children, older persons and persons with disabilities”.

- UN Sustainable Development Goal 11.7
UN SDG Goal 11.7 emphasizes the need for safe, inclusive, and accessible green spaces, particularly for marginalized groups such as women, children, older persons, and individuals with disabilities. While urban parks exist as public resources, many potential visitors do not fully engage with them due to lack of purpose, motivation, or meaningful interaction opportunities.

Exploring the space with with initial screening of relevant literature papers, key themes within urban environments and achieving the SDP goal include:

Inclusivity and Accessibility within Public Spaces

Labbé et al. (2022) reflects on the struggles of marginalised communities to access public spaces; enticing the importance of urban planning strategies to promote spaces to be inclusive. This theme highlights the essence of diversity-factor across demographics and dynamics of green public spaces to establish strategies within participation.

Rejuvenating Urban Public Spaces

Social participation can be influenced through nostalgic value within public spaces. Rodriguez et al. (2023) evokes that historical elements enhance community engagement across the nature of public spaces; as a bridge of the past and present public spaces accentuates the dynamic nature of public spaces.

Environmental Wellbeing

Quality within public spaces and environment wellbeing evokes the idea of the power of green spaces to enhance individual well-being and to extend beyond human desires (Ma et al., 2018). Additionally, Patil’s (2023) research findings within “Waste to Wealth” indicate the innovation within urban public space designs towards social participation to actively engage sustainability within urban spaces.

Design Journey

How did we approach this project?

1. Explore 🔎

We analyzed global and local green spaces through a SWOT analysis and identified barriers to engagement. User research methods—surveys, ethnography, and interviews—helped shape our understanding of user needs through affinity diagramming.

2. Define 🎯

After exploring the space, we defined our user behaviour and needs throughout the synthesis of our user research data and user personas. From further investigation, we decided to reframe our problem space through 5 Why's and establishing a criteria for success.

3. Ideation💡

After synthesizing our research, we used Crazy 8’s for rapid ideation, followed by forced association with mind mapping to spark innovative interactions. We then refined key user scenarios into storyboards and evaluated concepts using a decision matrix to ensure alignment with our success criteria.

4. Lo-Fi Prototyping ✏️

We used paper prototyping to explore top-level AR interactions and user flows, assessing desirability based on user research. This quick, low-cost approach helped identify usability concerns early and evaluate the viability of our product solution before committing to digital design.

5. Mid-Fi Prototyping 📱

Refined through Figma and Adobe XD with early AR integration, our mid-fidelity prototype focused on layout, usability, and spatial interactions. Prioritizing horizontal prototyping, we expanded core features while ensuring intuitive navigation. Usability testing with A/B testing, think-aloud protocols, and mixed quantitative and qualitative metrics helped validate design decisions, while thematic analysis provided deeper insight into user behaviors and pain points before moving to high-fidelity development.

6. High-Fi Prototyping 🚀

Developed in Unity, we integrated insights from mid-fidelity testing into refined iterations, enhancing usability and interaction quality. To validate these improvements, we conducted guerrilla testing in local green spaces, assessing user behaviors and engagement with the high-fidelity prototype in real-world contexts.

Explore 🔎

Research Approach

To understand the opportunities and challenges within urban green spaces, we conducted an in-depth analysis of global and local parks, identifying key trends in accessibility, engagement, and digital augmentation. By combining secondary research with primary user research, we aimed to uncover gaps and opportunities in fostering meaningful park interactions.

"How might we improve green public spaces to be more safe, inclusive, and accessible to further encourage community use and engagement?"

- Guided Research Question

Overview of Research Process

SWOT Analysis

We analyzed four parks globally to assess how green spaces align with urban trends. This provided insights into key opportunities and informed our primary research.

Popular Media Scan

By reviewing 9News, The Guardian, Domain, and The Conversation, we identified a key trend: while green spaces are known for their wellbeing benefits, they are underutilized due to lifestyle constraints in Sydney’s urban areas.

Triangulation of Primary Research

We combined surveys, passive ethnography, and interviews to validate findings. This mixed-method approach ensured a holistic understanding of user needs.

Affinity Diagramming

We transcribed and categorized interview quotes using affinity diagramming, identifying five key themes that shaped our problem definition.

SWOT Analysis

A SWOT analysis was conducted to assess urban green spaces and identify key trends. By comparing four parks across different global contexts, we uncovered valuable insights shaping our research. This approach allowed us to understand how existing public green spaces are designed and how they can be improved for broader accessibility and engagement.

Strengths: The spaces offer unique attractions and amenities, encouraging educational engagement, sustainability, and creative interactions.

Weaknesses: Some areas focus more on amusement than relaxation, and others have limited interaction with green spaces or crowding issues.

Opportunities: There are opportunities for cultural events, future transformations, and enhancing engagement with nature and sustainability.

Threats: High tourism traffic could deter locals, while the novelty of certain features may wear off, and space constraints limit activities.

SWOT Analysis of four chosen green spaces to explore from a global perspective

Popular Media Scan

A review of digital media sources, including 9News, The Guardian, Domain, and The Conversation, revealed growing public discourse on green spaces. Articles from the past two years highlighted urban development trends in Sydney and their impact on mental well-being. This analysis demonstrated a consistent focus on lifestyle and well-being, underscoring gaps in urban planning and a lack of incentives to encourage more frequent use of these spaces.

Two key points:
- Green spaces are becoming integral to urban development in Sydney, enhancing mental health and well-being.
- Proximity to green spaces is influencing homebuyer decisions, with a shift toward sustainable city designs.

Global: Singapore National Parks Board

“By 2030, 30 therapeutic gardens will be built across Singapore… connecting with nature”.

An initiative National Parks Board (2023) provides by 2030 is creating nature-based solutions to create therapeutic gardens and nature play gardens. The article suggest nature provides health benefits to relieve mental fatigue and well-being.

Local: NSW Government Initiative towards Public Open Spaces

More and more people are participating in outdoor activity, including walking and recreation. Frequent participation in nature-based outdoor activities provide avoided healthcare system cost - worth at least $480 million a year.

Locally, NSW Government (2022) proposes that public open spaces is essential for health and active lifestyle. According to the recent ‘Public Open Space Strategy for NSW’, the NSW government believes that public open space is the foundation of liveable communities, delivering considerable positive outcome for public health and environment.

Primary Research

Triangulation of Primary Research

To gain deeper insight into how users engage with green spaces, we conducted a mixed-method approach involving surveys, ethnographic observations, and interviews. This allowed us to capture both qualitative and quantitative perspectives on user behaviors and needs.

Survey

A survey was distributed via social media and collected 30 responses, with 90% of respondents aged 18-24, half of whom were students. Key findings include:

80% of respondents live within reasonable walking or driving distance from at least one green space.

50% of respondents who visit green spaces only every few weeks or months live further away from parks.

53.4% of participants do not actively seek time in green spaces.

60% of respondents don’t visit green spaces unless they have a specific reason to be there.

Sample question and participant data taken from Survey

Passive Ethnography

We conducted passive ethnographic observations across five parks in Western Sydney, the Inner City, and Northern suburbs. Observations occurred during weekday mornings and afternoons in sunny but windy conditions.

Parks with cafes or attractions attracted a different mix of users compared to parks with fewer facilities.

Common activities included exercise, socializing, relaxation, and commuting.

Parks near businesses and transport hubs attracted commuters using walkways without engaging with park facilities.

Groups (including those with pets) tended to stay longer compared to individuals.

Sample screenshot taken and note taking from Victoria Park passive ethnography session

Interviews

Semi-structured interview gradually shifted from general perceptions to specific engagement behaviors in green spaces. We interviewed 8 participants aged 18-24 across Sydney.

Interview Questions:

Onboarding:
What is your name, age and occupation?
How often do you go out in nature?
What experiences do you have with going to parks?
How much do you enjoy going to parks?

Participation:
Are green spaces like parks, national parks, playspaces incorporated in your life? Why/why not?
How have you interacted with green spaces and with whom?
What would incentivise you to participate in green spaces?
Is there a green space that is within walking distance from where you reside?
How often do you think the space is utilised? Why?
What do you use as alternatives to a green space for recreation, leisure, etc.? Why?

Perception:
What are your perceptions of green spaces and how they’re used?
What do you feel when you’re in the area? Why?
Have there been any memorable experiences when interacting with green spaces?
Why was it memorable (if any)?
Why do you think there haven’t been any (if none)?

Closing:
Do you have any additional thoughts and comments regarding green spaces that you want to add?

Key Insights from Affinity Diagramming

To synthesize our research, we used affinity diagramming to categorize recurring themes and user behaviors into five overarching statements:

Overview of Affinity Diagram, showing key insights derived from top-level codes

Key Insight #1

Green spaces provide an escape for people to recuperate and embrace play.

Key Insight #2

People use green spaces for tangible experiences rather than passive observation.

Key Insight #3

Green spaces promote personal fulfillment and a positive connection with oneself.

Key Insight #4

The easier it is to incorporate green spaces into a person’s life, the more motivated they are to use them.

Key Insight #5

People are more comfortable engaging with green spaces when they offer more facilities.

This process helped refine our understanding of user needs, forming the foundation for defining key design challenges and criteria for success. By integrating these findings, we gained a clearer picture of how urban green spaces can be designed for inclusivity, engagement, and accessibility.

Define 🎯

Connecting Users to Problem Space

This phase focuses on defining our target users, establishing measurable success criteria, and reframing our problem statement to ensure our solution fosters deeper interaction and connection within green spaces.

Overview of Define Process

User Persona

To better understand our target users and their motivations, we developed two personas based on our research insights.

Reframing the Problem

To refine our problem statement, we used the 5 Whys technique, a method that helps identify the underlying root causes of complex issues.

Criteria of Success

Each design decision must align with clear goals to ensure a meaningful and effective user experience. Based on user insights, we established four key success criteria.

User Personas

Busy Ben

A full-time university student juggling coursework and part-time work, Ben only has short windows of free time. He enjoys nature but struggles to justify extended visits to green spaces without a clear purpose.

Needs: A convenient and accessible way to unwind in nature without disrupting his schedule.
Goals: Use green spaces beyond just commuting | Reduce stress and mental fatigue.
Pain Points: Limited free time | Finds it difficult to make park visits meaningful.
"I love the idea of being outdoors, but I don’t have enough time to just sit around."

Mindful Mia

A young professional with a flexible work schedule, Mia values mindfulness and reflection. She enjoys nature but often feels disconnected due to the lack of engaging elements in green spaces.

Needs: A convenient and accessible way to unwind in nature without disrupting his schedule.
Goals: Use green spaces beyond just commuting | Reduce stress and mental fatigue.
Pain Points: Limited free time | Finds it difficult to make park visits meaningful.
"I love the idea of being outdoors, but I don’t have enough time to just sit around."

Reframing the Problem

To better define our design challenge, we employed the 5 Whys technique, a structured approach to uncovering the root cause of disengagement in green spaces. This method helped us move beyond surface-level issues and focus on the deeper need for belonging and purpose, which became the foundation of our solution.

Initial Research Question

"How might we improve green public spaces to be more safe, inclusive, and accessible to further encourage community use and engagement?"

We questioned why green spaces need to be safe, accessible, and inclusive, progressively uncovering deeper insights into user behavior and engagement.

From the initial research question:
Why do we need to improve green spaces towards inclusive communities?
Because green spaces are community interactive areas for socialising, wellbeing and sustainability.
Why are these interactions important within green public spaces?
Centralised public areas and green spaces support wellbeing, the more green spaces there are, makes the city sustainable
Why do cities and the people need green spaces for it to be sustainable?
It promotes sustainable activities such as micro-mobility. It enables opportunities to connect with other people.
Why is micro-mobility important in cities and why do we need these opportunities to connect with other people?
It provides more beneficiaries towards the environment and more compelling to engage with. Ultimately humans want a sense of association and connecting with society.
Why is it important for environments to be compelling enough to incentivize a sense of belonging in a society?
It enables people to have a sense of purpose within society and towards personal fulfilment.
Root Cause: Sense of Belonging and Purpose within society and personal fulfilment

Belonging—whether to a space, a community, or oneself—is a core motivator in how people interact with public environments. This realization aligns closely with SDG 11.7, which highlights the necessity of fostering inclusive and accessible green spaces that encourage active participation and well-being.

This refined perspective ensures that our solution prioritizes not just accessibility and usability, but also the emotional and social dimensions of engagement, making urban green spaces truly interactive and meaningful.

"How can we leverage green spaces to create interactions that foster personal fulfilment and nurture a sense of belonging within the space."

- Reframed Problem Space

Criteria of Success

Defining clear success criteria ensured our solution met user expectations and delivered tangible impact. Our approach focused on four core pillars: inclusivity, wellbeing, safety, and connection—each essential in shaping a green space that is both accessible and engaging.

Each design decision must align with clear goals to ensure a meaningful and effective user experience. Based on user insights, we established four key success criteria:

🌍 Inclusivity

The solution must be accessible to all users, ensuring a diverse range of people feel welcomed and engaged in green spaces. This aligns directly with SDG 11.7, which promotes safe and inclusive public spaces for everyone, including vulnerable groups.

💚 Wellbeing

The experience should enhance mental, physical, and social well-being, encouraging users to stay longer, return more frequently, and form positive associations with nature.

🛡️ Safety

Users should feel secure and comfortable while interacting with the space, addressing common concerns around urban park usage and ensuring accessibility for all individuals.

🔗 Connection

The experience should foster personal reflection, community interaction, and playful engagement, ensuring that green spaces are seen as dynamic and evolving environments rather than just passive landscapes.

Ideation💡

Generating Concepts

To generate a wide range of ideas, we began with forced association and mind mapping, connecting novel and emerging technologies with the solution space. This method encouraged quantity over quality, ensuring we explored diverse possibilities before refining the best concepts.

The final step in this phase was user storyboarding, which mapped the user journey and interactions based on iterative feedback.

We questioned why green spaces need to be safe, accessible, and inclusive, progressively uncovering deeper insights into user behavior and engagement.

Forced Association

We used forced association to creatively link emerging technologies with potential interactions in green spaces, generating unexpected yet innovative ideas.

Crazy 8's

A fast-paced brainstorming exercise that allowed each team member to sketch eight ideas in eight minutes, encouraging rapid ideation without overthinking feasibility.

User Storyboards

The final step in this phase was user storyboarding, which mapped the user journey and interactions based on iterative feedback.

Decision Matrix

To better understand our target users and their motivations, we developed two personas based on our research insights.

Further Refinement

To better understand our target users and their motivations, we developed two personas based on our research insights.

Forced Association

Forced Association involved Key User, Behaviour, Interaction of Green space and integrating a novel/ emerging technology

Crazy 8's

Crazy 8’s was used to explore ideas further, evaluating and combining ideas to expand into viable solutions. Upon conceptualizing ideas, the strongest ones were matched up against the criteria, the reframed problem statement, and a decision matrix to further conclude which 3 concepts has the most potential for development.

Interaction Patterns

Several key themes and interaction patterns emerged related to AR experiences in green spaces, focusing on social engagement, playfulness, and reflection.

Interaction Pattern #1
AR Layering on Physical Spaces – Using decals, markers, and holograms to seamlessly integrate digital content into the real-world environment.

Interaction Pattern #2
Social & Community-Driven Experiences – Encouraging shared virtual gardening, leaving messages, and collaborative storytelling in green spaces.

Interaction Pattern #3
Play & Gamification – Implementing AR-powered games, scavenger hunts, and interactive experiences that react to users and their surroundings.

Interaction Pattern #4
Reflection in Parks – Supporting mental wellness through guided AR meditation, immersive projections, and personalized green space experiences.

Refining Concepts and Decision Matrix

From our ideation process, we developed three distinct concepts, each addressing the need for greater engagement in green spaces. To systematically determine which had the most potential, we applied a decision matrix, evaluating each idea based on inclusivity, wellbeing, safety, connection, feasibility, desirability, ease of use, immersion, and engagement.

The factors that were to be assessed were as follows: inclusivity, wellbeing, safety, connection, viability, feasibility, desirability, ease of use, immersion, and user engagement.

The scale used to rate each factor ranged from -2 (terrible) to 2 (excellent) and were then totalled at the end of the survey to determine the concept with the most potential.

Decision Matrix of Refine Concepts (Storyboards)

Scoring Outcomes:

ParkBark! and ParkScape Plaza both scored 10.6, requiring further evaluation through discussion and refinement.

ParkBark! was ultimately selected as the strongest foundation for our final concept, though it required further alignment with user research.

Storyboards

We created user storyboards to visualize how different concepts would integrate into real-world experiences, ensuring our solutions aligned with user behaviors and needs. Our solutions included three different forms of Augmented Reality technologies to ensure we explore in-depth of potential interaction affordances within each.

🔍 Concept 1: LensPlay

Decision Matrix Score: 9.3/20


Following the reframed problem statement and criteria, LensPlay was conceptualised as it utilises gamification to increase interactions with people and the environment. Our primary research revealed users had the desire to become engaged in green spaces but lacked the resources to do so.

By gamifying the space, it allows the users to associate the area with fun or relaxing activities eventually leading to high engagement and frequent visits to the space. This is a long term solution that relies on the user’s usage of the product to determine the level of engagement they have with their surroundings.

Limtation: While engaging, LensPlay relied heavily on continuous user participation, making it difficult to sustain engagement without additional motivation.

Head-Mounted Approach

Hand-Held Approach

🐾 Concept 2: ParkBark!

Decision Matrix Score: 10.6/20


Parkbark! is an interactive AR pet play space where users are able to ‘adopt’ a unique pet the first time they scan a QR code provided different green space sites. The user is then able to name and interact with the pet in the augmented space around them.

Within this AR space, the user is also able to move around the physical area to also interact with the pets that other people who have also scanned the QR code that day. No matter what park the QR code is situated, the user will be able to care for the same pet, taking them alongside the users own adventures through different green spaces.

Limitation: While ParkBark! provided a strong community-driven engagement model, it lacked a clear connection to green spaces. The idea of AR pet adoption could exist anywhere, which weakened its justification as a park-exclusive feature.

🏙️ Concept 3: ParkScape

Decision Matrix Score: 10.6/20


A large-scale AR experience integrated into green spaces, acting as the “heart of the park.” Users interact with augmented reality filters embedded into the physical landscape, creating a shared virtual world. The plaza served as a social hub, reinforcing community engagement through interactive storytelling.

During the experience, users control the screen to control the project environment through drawing and inputting virtual elements. Gestures such as waving and moving around allows the user to interact with the virtual environment through drawing, our researching findings indicated the relevancy of supporting social and personal engagement through play. Within this concept it enriches public parks to blend creativity and collaboration opportunities.

Key Insight: While visually immersive, ParkScape required specialized hardware, reducing feasibility and accessibility for all users.

Projector Approach

Refining the Concept Further...

Through iterative discussions, we reworked the concept to place a stronger emphasis on connection, play, and personal fulfillment. This refinement process ultimately led to the development of gARdens, an AR experience focused on nurturing plants instead of pets, directly reinforcing the role of green spaces in well-being and engagement. to place a stronger emphasis on connection, play, and personal fulfillment.

Although ParkBark! was chosen as the foundation for further development, our team identified critical gaps in its research alignment:

Key Questions That Guided Refinement

Why should this concept be exclusive to green spaces❓

AR gardens leverage the physicality of parks, using real-world spaces to create new layers of interaction rather than existing as a standalone digital experience. Gardening elements make the interaction feel natural and intuitive while still offering novelty through AR.

What makes it different from existing AR pet apps like Pokémon GO❓

Unlike Pokémon GO, which requires constant engagement across various locations, gARdens is designed for meaningful interactions within parks. The entire experience is contained within the park itself, ensuring deeper immersion in both the digital and natural world.

How does this concept align with our research❓

User Behavior Insights:
1. Most participants only spend 30 minutes to an hour in green spaces and visit parks infrequently.
2. While they recognize the well-being benefits of parks, they often feel there are not enough engaging activities.
3. Participants suggested that social interaction, playful elements, and park-specific incentives would encourage longer and more frequent visits.

Lo-Fi Prototyping ✏️

Laying the Foundation for gARdens

Before committing to digital development, we prototyped the core interactions using paper-based methods, allowing for rapid iteration without extensive time and cost commitments. Paper prototyping not only helped us visualize AR interactions but also provided insights into how users mentally model the experience.

"Paper prototyping helped us simulate AR interactions in a tangible way, revealing early usability challenges before moving to digital testing."

Building the Lo-Fi Prototype (Planting Experience)

✅ Origami flowers on green crepe paper to simulate green spaces
✅ A cardboard phone cutout to mimic a mobile AR experience
✅ UI cutouts shown in response to user interactions

Image of paper prototype setup shown with paper UI, environment and hand-held mock-up

Participant during low-fidelity paper prototype session

Paper Prototype Testing Goals

The paper prototype was tested with 5 people within the age range of 18-25 years old and were recruited via social media.

We structured our testing with three key focus areas:

🛠 Efficiency & Effectiveness – Can users understand the prototype’s context and complete tasks?

📖 Utility & Learnability – How do users initially interact with the faux-AR space, and how do they handle errors?

🤔 User Feedback & Usability – What aspects of the UI cause confusion or frustration?

Then we followed a structured testing method:

Think-Aloud Protocol 🎙️

Users verbalized their thoughts while interacting with the prototype.

Post-Test Interviews 💬

Gathered qualitative insights on overall usability.

Key User Insights & Challenges

These insights highlighted the importance of clear visual feedback, structured onboarding, and refining interaction mechanics to bridge the gap between expectation and execution.

🔹 Users naturally preferred portrait orientation for interactions, aligning with common mobile app usage.

🔹 Users successfully planted flowers using the UI, but the watering mechanic caused confusion due to unclear feedback.

🔹 Users wanted more guidance – Many were unsure how to interact with certain AR elements, highlighting a need for better affordances and feedback cues.

“I wasn’t sure if the water button affected all flowers or just one. More feedback would make it clearer.” – User feedback

Originally, an available plot must be selected by the user to plant a seed. A group discussion realised that there was little movement involved with this method of planting. The proposed solution was to enable the user to move their phone around to find an available plot to increase engagement and interactivity.

An information button was added next to the flowers to show that it is interactable. The two UI buttons in the original prototype were replaced with an action button that displays different features upon interaction.

An information button was added next to the flowers to show that it is interactable. The two UI buttons in the original prototype were replaced with an action button that displays different features upon interaction.

...Next Steps for Iteration

Since gARdens is a mobile AR application, wireframing helped define the layout of UI elements within the AR space on a phone screen, ensuring that the digital prototype maintained both functionality and efficiency.

📌 What We Focused On:

Wireframing both the UI and AR experience to assess layout clarity and interaction flow.

Testing navigation ease and feature accessibility before transitioning to mid-fidelity.

Designing an intuitive onboarding process, ensuring users could access the experience seamlessly.

Wireframe Testing Goals

The paper prototype was tested with 5 people within the age range of 18-25 years old and were recruited via social media.

We structured our testing with three key focus areas:

🛠 Efficiency & Effectiveness – Are users confident in their ability to navigate and understand UI elements?

📖 Utility & Learnability – Can users easily explore and locate features?

🔓 Ease of Access – Does the UI provide familiarity and recognition to reduce onboarding friction?

Then we followed a structured testing method:

Think-Aloud Protocol 🎙️

Users verbalized their thoughts while interacting with the prototype.

Post-Test Interviews 💬

Gathered qualitative insights on overall usability.

System Usability Scale (SUS) Survey 📊

Provided a quantitative usability score.

As we refined our application’s features, we produced two key UI concepts using Figma, each testing different levels of interactivity, user engagement, and navigation flow.

The UI prevented the users from navigating the application smoothly due to the lack of error-handling elements. Tasks done in this concept caused confusion and required users to unintentionally explore the application to achieve their goals. Revamping the homepage and the ‘main menu’ (action button) through the addition or changes in labels, iconography, and options will assist in increasing its usability.

User pain-points revolved mostly around information clarity and recognition, Interactable elements were indistinguishable to the users as there was no indication or had no distinct look for recognition. Users questioned the purpose of planting and watering for their own personal fulfillment as there was no incentive for these actions. Additional features will be added to introduce incentives, and another activity to replace planting will be considered to measure user engagement.

Task Success Metrics

Using usability metrics, task success rates were categorized into three groups:

📦 Direct Success
"Most users followed the correct path to complete their tasks."

🟢 Tasks with Direct Success:
Find the AR space – 3.83 sec
Raise the water level of another flower by 1 – 9.5 sec

📦 Indirect Success
"Most users took an alternate path, consuming extra time to complete their tasks."

🟡 Tasks with Indirect Success:
Find the homepage – 14.67 sec

📦 Fail
"Most users struggled significantly or took excessive time to complete their tasks."

🔴 Tasks that Failed:
Raise the water level of your flower by 1 – 27 sec
Find the name of one of your flowers – 39.33 sec
Count the number of flowers in the space – 24.67 sec

Further Analysis from Prototype

To analyze participant feedback, we used affinity diagramming to identify recurring themes in usability issues. This method helped categorize participant transcripts and observations into critical areas for improvement.

The usage of affinity diagramming revealed the user’s perception of the entire product. The application’s features were too limiting for our audience which lowered user satisfaction, interest, and motivation. It did not cater to their interests and the features were not at a good quality to achieve any personal goals.

Key Findings from Affinity Diagramming

Navigation Confusion

Some screens lacked clear paths to return or navigate forward, making backtracking difficult. More explicit UI options and intuitive return buttons need to be integrated.

Unclear UI Elements

Certain icons and buttons lacked labels or recognizable iconography, causing uncertainty in interactions. Users easily understood labeled elements, reinforcing the need for stronger affordances.

Scale & Readability Issues

Font sizes and button dimensions were too small, making task completion difficult. Improving size and contrast will enhance accessibility and usability.

Varied Perception of Purpose

Some users saw the app as a journaling tool, others as educational or social, indicating a need to better communicate its core intent.

Interest in Gamified Features

While gardening appealed to enthusiasts, some users lacked interest. Suggested gamified elements like tracking progress or achievements could boost engagement.

📊 SUS Score: 57.9 (Poor Range)

Half of the users find the application’s usability to be decent and above, while another half find its usability to be below the standard.

Mid-Fi Prototyping 📱

Refining the Experience & Validating Interactions

The mid-fidelity prototyping phase was crucial in bridging the gap between initial concept validation and high-fidelity Unity development. This stage focused on refining user experience, interactivity, and fulfillment by testing how well users engaged with key features.

"Does the experience truly foster personal fulfillment, and do users interact with features seamlessly?"

To answer this, we conducted A/B testing to compare two distinct experiences, helping determine which interaction model resonated best with users.

1️⃣ Onboarding (Figma Wireframe)

Before introducing users to AR interactions, we tested the UI through Figma wireframes to ensure users felt properly introduced to the application and its purpose before entering the AR space. The goal was to establish clear expectations, improve navigation flow, and ensure the non-AR interface effectively supports the AR experience.

📌 Key Testing Goals:

🧠 Memorability & Efficiency – Users should easily recognize and navigate the app’s features while remembering at least one core feature.

⚠️ Error Handling – Reduce misconceptions and usability errors, allowing users to undo actions or smoothly transition between AR and non-AR spaces.

Screenshot of Onboarding Figma wireframes

Home screen with wireframes directing towards the AR Space

Achievements integrated towards MId-fi prototype

Overview of UI while user is engaged with the AR experience

2️⃣ AR Planting Experience & Treasure Hunt (Adobe Aero)

A new experiential prototype was introduced using Adobe Aero, allowing users to engage with:

🌱 Planting & Watering Experience – Evaluating how users engage with nurturing a digital plant and whether it evokes fulfillment.

🔍 Treasure Hunting – Users discover hidden collectibles in the AR space, testing whether gamification enhances engagement.

This experiment addressed a critical insight from lo-fi testing:

Some participants did not find planting alone to be a compelling motivation to linger in green spaces. By testing both models, we could determine whether the concept itself or the limitations of the lo-fi prototype caused the previous engagement gaps.

Adobe Aero QR Code for A/b testing

Screenshot of Adobe Aero prototypes, Left: Treasure Hunting and Right: Planting Experience

Mid-Fi User Testing ⚙️

To quantitatively and qualitatively assess usability, we implemented a structured testing framework:

Think-Aloud Protocol

Users verbalized thoughts while interacting, revealing usability pain points and mental models of interaction during both stages of prototype.

A/B Testing

Two different interactive experiences tested to compare user engagement and fulfillment levels.

Semi-Structured Post-Interviews

Gathered deeper insights into user preferences, ease of navigation, and experience perceptions.

System Usability Scale (SUS) Survey

Provided a quantitative usability score to measure efficiency and user satisfaction.

In-person testing sessions were conducted at a user testing fair, with one additional external test conducted by a team member.

⏳ Each session lasted ~30 minutes, covering three core experiences

1️⃣ Onboarding & Navigation – Evaluating ease of access and clarity of UI elements.
2️⃣ AR Planting – Assessing engagement, usability, and clarity of the interaction flow.
3️⃣ AR Treasure Hunting – Understanding how well users connected with the shared virtual environment and gamified experience.

User testing space allocated and QR code of Adobe Aero prototype was printed and taped within the AR area.

Findings & Emerging Design Patterns

To analyze this iteration stage, transcriptions of audio and video recordings from the testing fair were reviewed to capture user interactions and feedback. Additionally, System Usability Scale (SUS) scores were reevaluated to assess the impact of refinements on engagement and ease of use.

To further explore user perceptions, thematic statements were developed across multiple areas to highlight key behavioral and interaction patterns, providing deeper insights into the tested concepts.

Thematic Analysis from transcribed audio recordings. Showing 3 key dimensions that participants mainly discussed during user testing sessions.

Further Refinement from Usability Issues

To enhance the AR experience, three key refinements were identified:

📏 Proximity Interactions

Users expressed concerns about text readability and interaction distances, often finding that they needed to move uncomfortably close to certain AR elements. Adjustments will focus on optimizing the scaling of UI elements and ensuring readable, accessible text placement within the AR space.

🛠️ Assistive Guidance

Participants requested more onboarding instructions when entering the AR experience. The lack of initial guidance led to confusion in navigating the space and interacting with AR elements. Future iterations will incorporate clearer onboarding flows, visual indicators, and tooltips to provide real-time feedback.

🎯 Reducing UI Interference

Some users found that UI panels and interactions felt disconnected from the AR objects they were meant to manipulate. UI elements will be repositioned and integrated in a way that naturally encourages direct engagement with virtual objects, reinforcing a more immersive experience.

Insights on Emerging Design Patterns

1️⃣ Plant Care Over Treasure Hunting

When asked which experience resonate more with personal fulfillment, all users preferred planting and watering over treasure hunting. While treasure hunting received positive feedback, participants felt a deeper emotional connection to cultivating something they could nurture rather than simply discovering objects in space.

“I think maybe planting the flower...it's a flower, you know, it leaves a footprint in the wild.” - Participant Quote

🔹 Users found the planting UI clear and easy to use, but some experienced issues with unexpected pop-ups and odd viewing angles due to Adobe Aero’s limitations.
🔹 AR navigation posed initial challenges, but once users understood interaction possibilities, they moved confidently within the space.

Moving towards further iteration, focused on the planting interaction and journey...

2️⃣ Navigation Guidance Enhances Familiarity

Participants adapted quickly to the UI layout, drawing from familiar social media patterns, which reduced confusion. However, some users expressed a need for onboarding instructions before entering the AR space.

“Enter main experience I assume it's just one because it's the biggest button.”

🔹 Button placement was effective, allowing for smooth navigation.
🔹 Lack of explicit instructions led some users to feel uncertain about AR interactions.

Hierarchy and sizing of buttons resembles main features and connections to other parts of the app

"I was a little unsure with interacting with UI on the right versus there. Some of the icons weren't too familiar to me."

Hierarchy and sizing of buttons resembles main features and connections to other parts of the app

3️⃣ Open-Ended Interpretation: Visuals Seeking Clarity

A key usability concern was feature overlap—some users confused certain elements of the prototype with other features in the app, like MyShed or MyGarden.

"I thought the shed was where my garden was—but the garden was with me. I wouldn’t usually put my plants in a shed."

🔹 Clearer feature differentiation is needed to reduce confusion.
🔹 Comprehensive onboarding will help users understand key distinctions between similar UI elements.

Interpretation of features and relating specific information confused users with the main feature (gardens) to sub-feature (myshed).

4️⃣ Accessibility & Interaction Comfort

Ensuring user convenience and accessibility was a recurring concern. Participants preferred interactions at a comfortable distance and emphasized the importance of clear, easily readable text for seamless engagement.

“I did find it maybe a little bit inconvenient that I had to move like really, really close to things in the space. Maybe I felt like it would have been nice if I could see the text easier.”

"I think it's a water level like that was very difficult to read unless I'm right up."

🔹 Text readability and interaction distance need optimization to improve usability.
🔹 Positioning of UI elements should reduce physical strain while maintaining immersion.

When user clicks on plant, the overall UI layout should be refined for clear readability and process different information of the plant

5️⃣ Realism vs. Practicality Balance

Some users questioned the realism of certain actions, such as the need to kneel down in the AR space. This highlighted the challenge of balancing practicality and immersion to ensure interactions feel natural without being physically inconvenient.

“I don't really necessarily kneel down when I need to outside, but I think it's just also like sometimes it could be inconvenient to kneel down as well if we're thinking in a real-life practical situation.”

"But also I think it should be just be an option to like be able to see it more clearly without needing to lower yourself."

🔹 Refining interaction design to allow accessibility without excessive physical movement.
🔹 Ensuring AR mechanics align with natural user behavior while maintaining engagement.

UI size should feel natural with exploration but also align with user-based movement

6️⃣ Physical Connection & Active Engagement

A key insight was the importance of direct interaction with virtual objects. Users noted that the UI placement sometimes felt disconnected from the AR elements, reducing engagement.

“See my problem with having the panel at the bottom of the screen is, it doesn't really encourage you to interact with the object itself.”

"...it feels like I'm living in real life Animal Crossing, I guess it will be kind of relaxing. And I kind of see it as a game sort of thing."

🔹 Encouraging more direct manipulation of AR objects to enhance immersion.
🔹 Refining UI positioning to create a seamless bridge between digital and physical interactions.

Similar from previous UI, encourage users to explore objects and optimising screen space for greater clarity and assistance.

High-Fi Prototyping 🚀

Refining & Finalizing the Experience

The high-fidelity prototype phase brought gARdens to a polished and functional state, focusing on brand identity, technical development, and user validation. Transitioning from mid-fidelity, we refined core mechanics, removed redundant features, and enhanced the overall user experience. The final prototype was built in Unity and 8th Wall, incorporating Niantic Lightship for AR stability and tested through guerilla usability studies in Victoria Park, Redfern (Directly outside USYD to connect back to targetted users).

“The brand should feel inclusive, engaging, and rooted in nature while still being digitally enhanced.”

- Collective Group Strategy

🎨 Brand Identity

A refined visual system was designed to create an engaging AR experience. The branding strategy focused on digital interaction with nature, using soft colors, approachable typography, and intuitive UI elements. Figma mockups were integrated into Unity using Unity Figma Bridge, ensuring a smooth transition from design to development.

🌿 Key Refinements

Core interactions were streamlined based on user feedback. Less engaging features were removed, while social planting mechanics, community watering, and fortnightly prompts were added to improve engagement and reinforce a sense of belonging. A profile score system was introduced to reward participation and encourage return visits.

💻 Unity Development

The iOS prototype for iPhone 14 Pro was built using Unity ARFoundation, integrating Niantic Lightship ARDK 2.5, Unity Figma Bridge, and Vuforia Engine. This ensured stable AR interactions, improved real-world tracking, and intuitive user engagement.

📍 Guerilla Testing

Conducted in Cadigal Green and Victoria Park, Sydney, real-world testing involved 5+ participants focusing on onboarding, AR usability, and interaction clarity. Key insights revealed strong AR immersion but a need for improved UI feedback and error handling.

Brand Identity Process

A strong brand identity was essential to making gARdens a welcoming, engaging, and community-driven AR experience. The goal was to blend digital interactivity with real-world nature engagement, ensuring a playful yet meaningful brand that aligns with the mission of fostering green space engagement.

“The brand should feel inclusive, engaging, and rooted in nature while still being digitally enhanced.”

- Collective Group Strategy

Naming & Positioning

"gARdens" combines "gardens" and "AR," reinforcing the augmented reality interaction with nature. Consideration was given to localized variations (e.g., "Sydney gARdens") to enhance place-based engagement.

Brand Attributes

Playful & friendly, nature-driven, and tech-infused but approachable.

Visual Identity Development

A blend of organic and geometric elements, using a rounded, soft design approach to balance nature and technology.

Mood Board 1: Environmental & Interaction Inspiration

Key Ideas:

Blending digital & physical experiences in public spaces.

Circular "island" concept for AR zones, reinforcing immersive interactions.

Hexagonal UI elements for a structured yet organic feel.

Cartoony, friendly aesthetic to maintain accessibility and playfulness.

"The idea of the circle island is something we could also explore—when users are in the AR space, it's the same experience."

Inspiration from: San Diego Zoo, Gardens by the Bay, Taronga Zoo – strong environmental branding with engaging visitor experiences.

Focus: Defining the visual style for gARdens.

Mood Board 2: Visual & Aesthetic Direction

Key Ideas:

Soft yet vibrant color palettes – merging nature with digital vibrancy.

Low-poly, isometric, and stylized design – balancing simplicity with immersive detail.

Rounded, playful shapes – avoiding sharp edges unless functionally necessary.

The left logo was designed based on the moodboard insights with an emphasis on 'AR'. Rounded shape was prioritised for this design. However, with further consideration with moved away from rounded shapes and approach sharp edges to be more accurate with our intended identity. Right logo is the iterated version.

Floor Decal Identity

The floor decal plays a critical role in the onboarding and interaction design of gARdens, serving as both an entry point into the AR experience and a call to action for users.

Visual Anchor for AR Calibration – Ensures accurate AR tracking by providing a clear, scannable marker.

Public Engagement Tool – Attracts passersby in parks & green spaces, increasing user curiosity and participation.

User Guidance & Onboarding – Reduces confusion for new users by offering simple, intuitive instructions.

Initial sketch and inspiration for gARdens floor decal with layout and content considered.

Our first impression is keeping the floor decal simple with neutral colours, however with second consideration as we place this design in green space environments we realise the need for greater clarity and having the branding much more shown.

Typography

The approach for typography is to aim for low-poly and cartoonish aesthetic. 'Grandstander' was selected as the main font as it resembled key objectives of the identity and towards our target users.

There was an exploration process of selecting specific font weight that would be applied cohesively.

gARdens Colours

Combining nature and digital aesthetic was required for this identity to be relatable and appear professional and engaging.

Coloors was used to explore complementary sub-colours to be used for digital UI.

Sharp Edged Buttons

Designing the button shape was derived from the poly nature design, we compared increasing the poly but decided to keep it simple and narrow down back to the 'hexagon' origin.

Keep the natural shape of poly-button integrated to the app.

UI Layout and Buttons

This identity aims to keep the natural essense of rocks and sharp edges as a connecting piece of the gardens space. We looked at different layouts to see how the UI connects back to the device as well as the AR experience overlay.

Specific UI layouts ensured the scannability of the planting interaction is kept simple and clickable buttons is clearly shown.

Extra Buttons

This button ensures the CTA is clear and appropriate layout is applied for direct intention for the user to interact with. For this example, this was used for the top-section of the device and/or above an AR object.

Button States

In the product, there is different states that the user should understand when planting or watering plants in the space. Having a 'restricted' and 'available' state ensures the content is properly interacted with.

Showcasing both 'inactive' and 'active' states helps the user with the cognitive load when exploring the AR space ensuring the aspect of exploring is seamless with limited ambiguity.

Device AR UI

Building upon buttons and revisions from previous prototypes, ensuring the layout for the AR space is kept minimal and only essential prompts is shown during the AR experience.

Action buttons to keep minimal clutter and visibly of AR space is easily accessible with no distractions.

Combining Button States and UI Layout

Specific visual language is used with button states to provide the user with clarity and ease of understanding during their AR experience.

'Answer' and 'Water' prompt is separated with distinct colour.

Core Functionality

Refining the user engagement experience was a critical focus in the high-fidelity stage. Based on user feedback, underperforming features were removed, while core interactions like social planting mechanics and community watering were enhanced. The introduction of a profile score system aimed to foster long-term engagement, rewarding users for consistent interactions with the app and green spaces.

Simplified the experience by removing underperforming features and integrating social planting mechanics.

Introduced community watering to foster engagement and a sense of shared space.

Added profile score tracking to encourage repeat use and long-term interaction.

User Journey Map

This is a showcase of the refined iteration for the high-fidelity prototype for gARdens. This user journey map showcase the moments that matter with specific touchpoints in relation to gARdens features. Below showcases more further on each feature.

In the high-fidelity development phase of 'gARdens,' we refined and brought to life features from our earlier assignments using Unity. This transition marked a significant improvement in both the visual and functional aspects of the project. By seamlessly incorporating elements from our previous work, we ensured that the high-fidelity version of 'gARdens' not only retained but enhanced the envisioned features

🏡 gARdens Home & Profile Feature

In 'gARdens,' the main page acts as a central hub, offering users access to the AR directory and their personalized profile. The profile page, connected to floor decal scanning, highlights user activities within the AR experience, providing a dynamic snapshot of each user's journey.

Refined home page shows the features that was removed from previous mid-fidelity and user testing findings.

The profile score tracks and visualizes user engagement in the AR space.

🔹 Profile Score

Users can see their progress based on plants nurtured, AR visits, and answered prompts. A scoring system assigns a score out of 100, incentivizing continuous interaction and reinforcing the sense of achievement.

Tracks user engagement, including plants nurtured, AR visits, and answered prompts.

Assigns a score out of 100 based on participation levels, incentivizing repeated engagement.

📍 gARdens Floor Decal

The decal incorporates a QR code, providing a direct link to download the app, accompanied by clear and guided instructions. This onboarding process aims to facilitate user engagement with the augmented reality world, ensuring a smooth and accessible entry for all users.

When users scan a floor decal, they are introduced to an AR garden circle showcasing other active users in the space. This enhances social connectivity within gARdens, fostering a sense of shared virtual gardening and interaction within the AR environment.

When users scan a floor decal, they are introduced to an AR garden circle featuring other active users.

Enhances the social connection within gARdens, fostering a shared community experience.

Floor decals serve as onboarding markers, blending the real-world park setting with AR interactions. These decals include QR codes for instant app access, guiding users into the experience seamlessly

When users scan a floor decal, they are introduced to an AR garden circle featuring other active users.

🔹 Community Circle

When users scan a floor decal, they are introduced to an AR garden circle showcasing other active users in the space. This enhances social connectivity within gARdens, fostering a sense of shared virtual gardening and interaction within the AR environment.

Enhances the social connection within gARdens, fostering a shared community experience.

🌱 gARdens Planting & Nurturing Experience

Users begin by selecting from two seed types and are guided to an ideal planting location. After placement, an animation sequence showcases the growth of a sprout, reinforcing immersion and real-time interaction within the AR garden.

Users select from two seed types and are guided to a designated planting spot.

Screenshot was taken from the Unity build Niantic Lightship Virtual Environment

Screenshot was taken from the Unity build Niantic Lightship Virtual Environment

🔹 Nurturing Mechanic

Users interact with planted flowers by clicking on them, revealing a dashboard displaying water and answer levels. By responding to thoughtful prompts, they nurture their virtual garden, encouraging deeper engagement and repeated interactions within the app.

Users click on flowers to view their water and answer levels.

Answering reflective prompts helps nurture and cultivate the virtual garden.

Encourages users to revisit the AR space and maintain engagement over time.

Real World Example

Mock-up shown captures the minimal viable product of gARdens. Planting and Nuturing the AR space.

Interaction map visually shows the journey of the gARdens experience

Pitch video developed to showcase the product interactions and problem space. In under 2 minutes, this video aims to appeal towards further scalability of product features.

Demo video is shown to capture the entire journey that gARdens offers.

Unity Development

Transitioning from mid-fidelity tools like Adobe Aero, the final prototype was developed in Unity for greater performance, scalability, and interaction control. Leveraging Niantic Lightship ARDK 2.5, the team was able to refine real-world object placement, stability, and user engagement within the AR environment. Vuforia’s image tracking technology was also integrated to enhance the floor decal onboarding experience, making interactions more seamless and intuitive.

Further documentation: https://flossy-vacation-4f0.notion.site/Unity-Documentation-ee30b15593914806828a33f00c982816

GitHub repo: https://github.com/adrianr202/deco3200-gardens

Niantic Lightship ARDK 2.5

Niantic Lightship ARDK stands as a versatile public library, providing various technical elements crucial for augmented reality development. It offers valuable features such as mockup environments and templates, facilitating seamless integration across existing ARDK functionalities.  Mockup environments not only streamline the development process but also play a significant role in comprehending the functionalities of both Niantic Lightship ARDK and Unity ARFoundation.

Leveraged Niantic Lightship ARDK 2.5 for better object placement and real-world interaction.

At the time of development, Niantic Lightship ARDK 2.5 was the latest release. However within the timeframe of the project, Niantic Lightship just released their updated ARDK 3, this current project ARDK 2.5 will be deprecated on April 1, 2024.*

Unity Figma bridge

Unity Figma Bridge plays a crucial role in the integration of prior mid-fidelity work from a previous assignment into the current development environment. This functionality significantly reduces the time required for UI creation in Unity. cohesive transition from mid-fidelity design to the dynamic development environment, facilitating a smoother and more streamlined design-to-development process

Figma to Unity integration required some time to understand although it provide seamless transition and allowed for team mates to focus on refining the UI while I was able to take their work into Unity.

Vuforia Engine 10.18.4

The integration of Vuforia Engine was instrumental in incorporating image tracking features into the 'gARdens' app, particularly with the floor decal design. This technical implementation allowed for seamless functionality within the prototype. Enhancing the interactive elements of the prototype and contributing to the overall immersive user experience within 'gARdens'.

Integrated Vuforia’s image tracking for seamless floor decal interactions.

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Guerilla Testing

The final prototype was tested in Cadigal Green & Victoria Park, Sydney, involving real-world users with no prior exposure to the app. The goal was to validate the app’s usability, AR immersion, and onboarding flow under realistic conditions. Think-aloud protocols, post-interviews, and observational studies provided rich insights into user behaviors, pain points, and opportunities for improvement.

Guerilla Testing Protocol

Participants: 5+ individuals from the general public.
Methodology: Think-aloud testing, real-time observations, post-interviews.
Scenario: Users encountered a gARdens floor decal, scanned the QR code, and were guided through key interactions such as planting and nurturing flowers.
Tasks: Navigate the home screen, scan the floor decal, plant 3 flowers, interact with another user’s garden, and review the profile score.

Testing environment with device, tripod and floor decal set in place

Test participant during guerilla testing session

Overall, user satisfaction with the application’s features and UI was positive. Users felt immersed in the AR space as their screen had little visual clutter. The desire for more interactive features and features to incentivise their actions was also revealed by the users. Users felt that the application’s features were suitable for short stays and brief engagement in green spaces.

Users still faced some challenges in navigating through the application’s UI due to information clarity, feedback and error-handling. Some elements had obstructions and inconsistencies in both the non-AR and AR screens which hindered tasks to be completed quickly.

Users reported ample desirability towards the concept.
Additional development regarding consistency and UI improvements are to be made for AR.
An initial overlay for helping users navigate through the AR space and the interactions available is to be added for those unfamiliar with both AR and the concept.

Key Findings from Guerilla Testing

Future Steps

Expansion of Emerging Technologies!

As AR technology evolves, gARdens has the potential to expand into new directions, enhancing both engagement and accessibility in urban green spaces. Future improvements will focus on advancing AR interactions, broadening accessibility, and scaling implementation beyond its current scope.

"What if we could use this in botanical gardens or national parks? It could make nature feel even more alive."

Enhancing Immersive Interactions

Introducing gesture-based interactions to create a more intuitive AR gardening experience. Implementing haptic feedback for tactile engagement, enriching user interactions.

Exploring Smart Glasses Integration

Developing hands-free AR experiences optimized for smart glasses. Adapting UI and interactions for wearable AR devices to enhance user accessibility.

Scaling Beyond Parks

Expanding gARdens to cultural and historical sites, offering interactive storytelling through AR. Partnering with urban developers and city councils to integrate AR into public spaces and tourism initiatives.

Key Takeaways 🧩

Lessons Learned 💡

The most important insight from this project was that regardless of the technology being explored, its core function must be human-centered. Working with real users and understanding their needs shaped the development of gARdens at every stage. Through this project, I deepened my knowledge of AR technology, Unity development, and iterative design processes.

“No matter how advanced the technology is, its success depends on how well it integrates with human behavior.”

🧩 User-Centered Design is Key

AR should enhance real-world interactions, not complicate them. Every design decision was validated through testing and user feedback.

🔄 Iteration is Essential

Each prototype phase, from paper prototyping to Unity development, refined the experience and improved usability.

🎨 Translating AR Concepts into Usable Interfaces is Challenging

The biggest challenge was the low to mid-fidelity stage, where interactions had to be communicated through sketches and Adobe Aero before full technical development.

🧩 User-Centered Design is Key

AR should enhance real-world interactions, not complicate them. Every design decision was validated through testing and user feedback.

⭐ Experience on Augmented Reality Product Design:
Unlike traditional UX, AR requires designing for real-world environments and movement.
Transitioning from concept ideation to functional AR development provided insights into the challenges of translating low-fidelity sketches into interactive digital experiences.

ADP Grad Show 2023

Exhibiting gARdens

The final iteration of gARdens was showcased at the ADP Grad Show 2023, where it was presented as an interactive AR experience to a diverse audience, including industry professionals, faculty, and fellow designers. The exhibition space featured large-scale printed assets, interactive demonstrations, and a hands-on experience where attendees could explore the app's core functionalities.

“Seeing people interact with gARdens in a live setting really solidified the impact AR can have in engaging public spaces.”

Top 4 Open Jury Presentation