Experiential Design / Task 2

18/5/2024 - 1/6/2025 (Week 4 - Week 6)
Shawn Wong Kai Hen / 0375372
Major Project 1 / Bachelor of Design (Hons) in Creative Media
Experiential Design - Task 2



  INTRUCTIONS  




  Week 5 -Design Mockup & Art Direction & Presentation  

  Comparison  
Color Catch (my AR game) is a playful and interactive way for children to learn colors through movement, sound, and touch. Traditional tools like posters or flashcards introduce colors but rely on passive observation. Some color learning apps offer animations, but they often lack real-world interaction and hands-on engagement. Color Catch takes it further by using AR to place floating color balls in the child's real environment, encouraging them to listen, observe, and tap the correct color in response to voice prompts. The game includes helpful features like “Replay” and “Next” so young children can play independently. By combining voice guidance, 3D visuals, and simple gameplay, Color Catch turns basic color recognition into an active, immersive learning experience.

  Proposal Presentation  




  REFLECTION  

Experience
Working on Color Catch has been a valuable and eye-opening experience. It gave me a chance to think beyond just game mechanics and really focus on how technology can support early learning. I began with a simple question: How can children learn colors better if they are part of the learning, not just watching it? That led me to explore how AR could turn a basic learning goal "recognizing colors" into a fun, physical, and rewarding experience.

Designing for very young users made me re-evaluate everything I usually take for granted in a user interface. I had to think like a child: What will they tap? Will they understand this icon? Can they play without reading? These questions shaped my design decisions — from using big buttons and friendly colors to building short, repeatable rounds. I also had to consider how children move and interact in physical space, especially since the game uses AR to place objects in the real world.

This project also helped me balance simplicity with interactivity. I learned that a game doesn't need to be complex to be meaningful. Even a basic tap-to-match mechanic can be powerful if it's supported with voice, motion, and feedback that makes the child feel successful. By the end of the process, I saw AR not just as a tech feature, but as a tool to make learning feel alive.

Findings
While designing the Color Catch mockups, I learned that clear visuals, large buttons, and simple layouts are essential for young users. Even early sketches helped me understand how children would move through the game. Features like replay buttons and voice prompts aren't just fun — they actively support learning through repetition. Designing with real user personas helped me focus on what matters most: simplicity, interactivity, and ease of use. Most of all, I realized that effective educational AR doesn't have to be complex. It just needs to be purposeful, playful, and designed for real children .

Observations
One important observation was that traditional learning tools are often passive and kids are expected to watch or listen, but not interact. AR makes it possible to transform passive viewing into active participation, which helps improve memory and focus. I also observed that AR is most effective when it has a clear educational goal and not just visual excitement. In Color Catch, the AR space becomes a fun, active zone where children can move, tap, and learn by doing







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