Educational resources for plants are often perceived by viewers as bland, inconsumable, or inaccessible, leading to a disinterest in exploring this area of science. This leads to limited interest in plant conservation and environmental health. So I decided to focus on this issue for my 2020 Capstone Project.
5 months
An augmented reality education tool that helps young students explore rare and interesting plants in a 3D space, with the aim to cultivate knowledge and curiosity towards the plants.
Figma, Xtensio, Adobe Suite, Maya, Zbrush, Unity, Vuforia, Visual Studio
To gain a better understanding of the problem, I conducted user research in the form of observations and interviews to explore more into the topic. We also conducted research into what makes science classrooms effective.
After conducting the user research, we inspected the key requirements the application would have. The key requirements were:-
The direction we chose would be an augmented reality application that displays different plants in 3D so users would have a visual aid, and can view and interact with plants in a 3D space.
Once I understood the different elements to include, I conceptualized the wireframes and user flow of the application. This process helped put the idea on the whiteboard, and a product that could be critiqued and improved.
After understanding the concept, I moved into low fidelity prototyping on the whiteboard to sketch out a user flow and wireframes.
After completing the low fidelity prototype, I received feedback on the designs. The biggest challenge was dividing the screen such that the user could access information easily while viewing the visual aid. With Figma, the higher fidelity prototypes were created.
While researching the types of plants I wanted to highlight in the project, I was drawn to rare and interesting houseplants, due to their sculptability and sustainability, and overall positive mental health impact.
The icons for each plant were created in Adobe Illustrator. To create precise looking models, I used reference images found online. The biggest challenge faced was trying to find a good balance between a cartoon-like and accurate image.
With the 2D assets created, I moved into 3D asset creation using Autodesk Maya for initial layout, Zbrush for texturing, and Unity for color textures. In the end, the models looked like:-
Once the plants were created, we created high fidelity prototypes of the screens with the different plants.
With the screens prepared, I designed and developed the application in Unity, and added the 3D models to the file.
After this process, I implemented the rest of the plants in a similar way to create the rest of the augmented reality application.
At the end of my senior year, I had the opportunity to present this project as my capstone to the entire school, explaining the concept and the methodology.
In the future, I would conduct user testing for the application to understand the effectiveness and usability of the application. For user testing, I would conduct heuristic evaluations, cognitive walkthroughs, and think-aloud sessions, and other methods to gauge the user experience with minimal bias.
I think this application can be expanded further into learning about more interesting and complex concepts in simple and interactive ways. Creating more accessible visual aids would help people in learning new concepts effectively. It has potential in education in science, design, and art.
Connect with me on LinkedIn or email me at sowmyaa.chandra@gmail.com. I would love to talk design, plants, or anything you have in mind!