◼︎ 02 | Memento

PRODUCT DESIGN | AR & VR | 3D ◼︎

PRODUCT OVERVIEW

Being proficient in 3D and other design tools like Adobe AfterEffects, Rhino and Procreate, I created the final designs for Memento curating a comprehensive storyboard, interactions and the final video.

MY CONTRIBUTION

AR & VR Prototyping 

3D Conception +Modelling

User Journey

Creative Storyboarding

Video Prototypes

Videography

TIMELINE

1 Month

TEAM

1 product designer (me)
1 researcher
1 UX designer

TOOLS

Figma
Bezi/Bezel
Rhino
Sketch Up
Enscape
Procreate
Adobe AE
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Challenge Statement

On exploring non linear time, human memory  and current AR/VR applications during our research I defined our challenge statement-

“How can we use Augmented and Virtual Reality as a supplementary tool to create a spatial dimension that allows users to engage with their memories in a non-linear, transient manner, enabling them to perceive them as a fluid, ever-changing reality to be interacted with for a better understanding of themselves.”

(The project was created as an Interaction Design academic exploration where we were given maximum creative bandwidth to explore AR and VR technologies to design a ‘time machine’).

Design Overview

1. HOW DOES MEMENTO WORK? - INTERACTION JOURNEY

1. User interacts with portal in the palm of his hands in augmented reality

2. User tosses the handheld portal into air to make it into a portal

3. User enters virtal reality as background starts to fade

4. User uses controller to induce memory

5. User enters the portal and into memory

6. User editing a memory

7. User saving a memory association in a spatial memory map

2. UNDERSTANDING MEMENTO BETTER - PRODUCT VIDEO

3. USER'S JOURNEY WITH MEMENTO - CREATIVE STORYBOARDING

I drew out a detailed storyboard to understand the user's journey. This storyboard also served as a guide to help curate the final product video (watch above).

Design Brief

The following design brief was given to us :

“Design a ‘TimeMachine’ focused on an immersive calendar experience, exploring the future of interaction design in AR/VR. Explore comprehensive design concepts, narratives, and high fidelity prototypes that demonstrate visions for novel spatial interactions that goes beyond the screen or device-based interactions.”

DECONSTRUCTING THE DESIGN BRIEF

1

We interpreted the ‘time machine’ as a opportunity to play around with the perception of time.

2

Creating novel spatial interactions urged us to tell a profound story that encompassed 'human understanding of time.'

3

The brief urged us to look at what the ‘future’ of AR/VR could look like and think beyond conventions of existing applications.

Exploratory Research

Because the brief was broad and allowed maximum creative bandwidth, I decided to conduct exploratory research within media - film and literature which have historically been known to foster unconventional and new ways of storytelling.

WHAT I LOOKED INTO

Time Machine  (addressing point 1 of the deconstructed design brief) →
Human Understanding of Time (addressing point 2 of the deconstructed design brief) →
Existing Applications  (addressing point 3 of the deconstructed design brief) →

TAKEAWAYS

1

Non-linear storytelling techniques can provide a deeper exploration of the human experience of time and perception.

2

Human Understanding of time is linked to memory and memory is linked to identity. Human experience of memory is nonlinear and fluid

3

The is an opportunity to leverage the immersive nature of virtual reality to provide an emotional connection to one's memories.

RESEARCH MIND MAP

Design Process

It was important to curate a mood board to use it as a reference for visual grounding and storytelling. The mood-board was created out of the exploratory research in Film and Literature.

VISUAL DESIGN EXPLORATION

STORYBOARDING & USER JOURNEY

To understand the user’s journey, I broke down the process of re-living a memory.

Using the story board for re-living a memory as a reference, I was able to draw the user journey map and plan the various UI elements that were needed to be designed to allow Azaan to visit these memories through Memento.

UI ELEMENTS & 3D DESIGN

I used  Rhino, Sketchup, Enscape, Figma, Photoshop, Premier Pro, and Bezel to create static and dynamic Ui elements for the Landing UI of Memento.

a. Landing UI

UI screen of user’s memories

Each concentric circle represents a variable like date, place, person, season and emotion.

3D model of memory portal

Bezel Prototype

Why was it designed like this?

I took inspiration from the non - linear nature of memories and time, and the fibonocci sequence to create a circular UI composed of memories. I wanted the memories to rotate dreamily and later expand into a walkable tunnel. The concentric circles have memories corresponding to date, place, person, season and emotion.

b. Controller UI

Controller UI

The user uses a controller or inducer composed of concentric dials. Each dial is used to set a specific variable like date, place, season etc. to set a specific memory.

3D model of memory portal

Prototype of controller interaction

Why was it designed like this?

I wanted the controller to be handheld and scaled down for a more intuitive interaction. The dials are respective to the various concentric memory variables of the portal. When the user sets the dials to align at a specific memory, the concentric memory bands rotate and align themselves as the portal changes to the selected memory association.

c. Entering Portal UI

UI of user’s memory portal

The portal opens up and expands to allow the user to walk into it their memories.

3D visualization of entering memory portal

Bezel prototype of memory portal

Why was it designed like this

I wanted to simulate the feeling of a tunnel, a personal memory portal  the user could walk into. Hence the various memory concentric rings rotate and create a dreamy  virtual world opening a portal in the end where the memory association can be accessed.

d. Editing Memory UI

UI of user editing memory

The user is able to add music, add a new association, add notes or tag the memory, at any point while experiencing the memory association.

Why was it designed like this

I wanted to keep the interaction as intuitive as possible. When the user does a horizontal gesture, the editing options pop up where the user is able to edit the memory.

e. Spatial Memory Map UI

Spatial memory map

The user is able to add music, add a new association, add notes or tag the memory, at any point while experiencing the memory association.

Why was it designed like this?

Taking inspiration from the ‘Rhizome Theory’, I created a non-linear spatial dimension composed of island clusters. This cluster represents the spatial dimension of one’s memories where they may access and store their memory associations.

VIDEO PROTOTYPE

FEEDBACK

We received two main feedbacks from the critique session summarized as-

1. Instead of presenting users with a large and potentially overwhelming portal right from the start, it might be better to begin with a simpler interaction that allows them to  access the portal.

2. The visual representation of saving a memory into the spatial memory map could be made more clear.

Based on the critique, I created a comprehensive storyboard improving user interactions and the incorporating the process of saving memory clusters. This story board helped me curate the final video for our product.
Here is the video in case you missed it earlier!

FINAL VIDEO

Potential Impacts

1

Engaging users in a creative and wholesome activity through nostalgia can give a greater sense of meaning to one’s life.

2

Memento can potentially be used for trauma therapy by helping users relive and reconcile with traumatic events from their life in a controlled environment.

3

The power of reliving memories through Memento can be used to strengthen human relationships and bonds.

Reflection

Some of the areas that Memento needs work on include-

PRODUCT

1. Finessing the editing UI screens 


2. Utilizing the full potential of AR and VR and improving the aesthetic of Memeno to a finessed level to achieve a transient, almost dreamy experience.


3. User testing interactions.User feedback on overall experience and takeaways.

TECHNOLOGICAL SETBACKS

1. Capturing memories as seen by the user in real time is a challenge.

2. Privacy issues related to places, people and data these memories could potentially capture and censorship.

RISKS

1. Misuse of personal information if data is breached.

2. Potential dystopian alternate results like unhealthy obsession with what can never be again or disconnecting users from the present.

On Going Work

We are working on creating a mobile application for easy access and storage, creating a hybrid AR/VR platform. Here are some screens.

Saved Memories

Select Memories from Island clusters made of previously saved memories.

Select memory

Create memory associations by choosing Date, Time, Place, Person, etc.

Edit memory

Add notes, images, music, effects or connect memories