Revista

Every one of us might have a few travel memories that we wish to never forget.  With Revista, an augmented reality experience, you can recall your trips with information‑rich panoramic photos or videos while retaining a physical extension of the documentation, a photo album.

 

Revista was created through 8-weeks of participatory design practice with our participant, Sam, a local adventure enthusiast. 

 

(This project is based on the assumption that contemporary technology allows you to document your trips as high‑resolution panoramic photos or videos.)

DURATION

October – December 2018 (8 weeks)

 

TEAM

Pan Li, Ian Yu, Cecilia Zhao

 

MY ROLE

Research, Interface design, Poster design,

Video directing

 

 

TOOLS

Indesign, Photoshop, Illustrator,

After Effect, Premiere Pro

How Does Revista Work?

01 ACTIVATE PANORAMIC VIEW 

 

Expand the preview photo into a panoramic photo or video using the “grab” gesture. (The AR headset scans the preview photo in the album to access documentation stored in the cloud database. )

02 INITIAL PANORAMIC VIEW 

 

The initial panoramic view is spatially locked with the user's vision. View different parts of the visual by facing different angles. 

03 ZOOM IN/OUT

 

Zoom in and out of the panoramic view with the “expand” gestures. 

04 ACTIVATE ALL INFO MEMO

Access all memos with the “click” gesture. Info memos will show up as tags on the panoramic view. 

05 READ INFO MEMO

 

Tap a specific tag to read the full memo. With another “click” gesture, the memo will disappear.

06 INPUT INFO MEMO

 

Press and hold one spot on the view to record a voice memo, which is then transcribed into texts. The memo disappears after the input. 

07 DEACTIVATE PANORAMIC VIEW 

 

End the panoramic view with the “close” gesture. Turn to the next page on the album for another recall experience. 

Design Ethnography

We started the project with a broad topic: to design a product that improve our participant's travel-related experience.

01 INTERVIEWS

We conducted 2 rounds of 30-minute interview with Sam.  In the interviews, we incorporated other design methods to help us better understand Sam's interests and needs.

 

Personal Inventories: 

The participant was asked to bring 3 personal inventories to the interview. (Camera, Lens, DIY Stickers)

 

Photo Studies:

The participant was asked to bring pictures of his most and least favorite trips. 

02 ANALYSIS 

 

We note down key information extracted from the interviews and organized them into affinity notes. 

 

 

03 KEY INSIGHT

Sam loves to document and share his adventures. He desires to have documentation of his trips that showcase himself as a unique and talented individual. He enjoys sharing as a way to impact others’ adventures.

Participatory Workshop

Based on our key insight from the interview, we conducted research on existing documentation and sharing product. We then conducted a participatory workshop with Sam. The goal of the workshop was to better understand his needs and expectation. 

01 TELLING

 

Picture studies:

Led Sam to identify pros and cons of current sharing/documentation products.

Paper space:

Each of us including Sam brainstormed and shared potential ideas on paper.

 

Storyboarding:

We individually drew out how our design may apply in the real-life scenario. Sam storyboarded a multi-sensory recall experience.

02 MAKING

Prototyping:

Used play duo to bring design concept into a tangible form. Sam made a small avatar of himself and a portable spherical object as his capture and recall device.

03 ENACTING

 

Role Playing:

Used the prototype to act out potential capturing and recalling scenario. Sam imagined the experience to be in a 360-degree view.

04 INSIGHTS

 

Capture vs. Sharing: 

Sam’s needs focus on the documenting and recalling rather than sharing.

Tangible and Portable:

the design should have a tangible form and should be portable so that Sam can have access to it all the time.

 

Multisensory: 

Sam wants a multisensory recalling experience, with an emphasis on the visual display.

 

Problem Defined

How might we design a user-definable and tangible recall product that allows Sam to re-experience his trip immersively afterward?

Design Principles: user-definable | tangible | immersive 

Ideation 

With our HMW statement in mind, we brainstormed around 50+ potential solutions

 

example sketches 

We evaluated the ideas with our design principles and selected one final design concept:

 

final concept

Storyboard: Imagine the Experience

Final Product

VIDEO PRESENTATION

INTERACTION PROTOTYPES

ZOOM IN/OUT

 

ACTIVATE ALL INFO MEMO

 

RECORD INFO MEMO

 

READ INFO MEMO

 

FINAL DISPLAY POSTER