Design Exploration / Final Compilation & Reflection

23.09.2025 - 29.12.2025 (Week 01 - Week 14)
Ng Kar Yee / 0367743
Bachelor of Design (Honours) in Creative Media
Design Exploration / Final Compilation & Reflection


INTRODUCTION

PROJECT ⇒ PROJECT PROPOSAL & DEVELOPMENT

For Design Exploration, Mr Asrizal introduced Project Proposal & Development to us where we to explore and widen our individual technology and design competencies for our chosen area of specialization. We will be able to investigate and aim to broaden their design exploration to meet current and future forecasted technology or creative media design directions.

REFERENCE BOARD

Figure 1.0 References

WEEK 1

In Week 1, I began organising my portfolio in preparation for the design exploration. This involved categorising previous projects and sketches to have a clear overview of my past work. I also conducted research on the interactive and immersive media industry, focusing on projection mapping, AR/VR installations, and gesture-based interactions. 

The purpose was to understand current trends and opportunities in experiential design. By the end of the week, I prepared two initial project ideas to propose in Week 2, aiming to balance conceptual creativity with practical implementation.

WEEK 2

During Week 2, I presented my two project ideas to Mr Asrizal, one focused on interactive projection mapping, and the other on AR integration through name cards. He suggested that the projection mapping idea would have greater engagement potential due to its immersive and interactive nature. 

I also shared insights from my industry research, highlighting how interactive installations can communicate abstract ideas and evoke emotional engagement. This week helped me focus my direction and begin conceptual thinking for the projection mapping project.

WEEK 3

Week 3 marked the formal approval of my interactive projection mapping idea. Inspired by the concept of randomness in gacha toy balls, I began exploring how labels given to individuals—whether social, racial, or online—affect identity and self-perception. I refined the proposal to center around the theme of labels and identity, considering how participants could physically interact with these labels in an immersive environment. The week focused on translating a conceptual theme into actionable interaction ideas.

WEEK 4

In Week 4, I further developed the interaction plan for the installation. I mapped out the main walls and their respective experiences: Wall 1 would allow participants to type or drop labels, Wall 2 would visualize the burden of accumulated labels through animation, and Wall 3 would present a storytelling scene of these labels’ emotional impact. Mr Asrizal reminded me to consider time constraints and technical feasibility, emphasizing the need to balance narrative depth with achievable coding and setup.

WEEK 5

Week 5 was dedicated to coding the first wall. I began implementing the dropping word interaction, focusing on making the labels appear dynamically as participants typed. Testing early prototypes helped identify potential challenges in visual placement and animation flow. This stage was important for understanding how digital interactions could effectively complement the conceptual storytelling of the project.

Figure 1.1 Dropping Word Progress

WEEK 6

During Week 6, I continued refining Wall 1, debugging issues related to word placement and responsiveness. I tested multiple iterations to ensure that the dropping labels reacted smoothly to participant input. This process also helped me gain confidence in coding interactions for the first time, highlighting the importance of trial and error in digital prototyping.

WEEK 7

Week 7 focused on planning and sketching the second wall animation, which would visualize the emotional burden of labels. I experimented with particle effects and animation styles to represent accumulation and heaviness. This stage allowed me to combine conceptual storytelling with technical visualization, imagining how participants would perceive the weight of labels both visually and emotionally.

Figure 1.2 Sketch

WEEK 8

In Week 8, Mr Asrizal reminded me to ensure that the project remained aligned with industry trends in interactive media. I presented my progress on Walls 1 and 2, and reconsidered my interaction workflow to improve narrative continuity. This reflection helped me clarify how participants would transition between walls and how each scene would connect to the overarching message of self-acceptance.

WEEK 9

Week 9 involved refining the proposal further. I adjusted Wall 1 to make words pop out after typing instead of simply dropping. For Wall 2, I added the effect of labels passing by, symbolizing societal influence in the digital age. I also explored Wall 3’s potential particle wall, experimenting with hand gestures and Arduino integration to enhance interactivity. This week was crucial in balancing conceptual ambition with technical feasibility.

Figure 1.3 Pop Out Word Progress

WEEK 10

During Week 10, I refined the proposal due to technical limitations and available equipment. Initially, I limited the scope to two walls to ensure that the installation was achievable. Feedback suggested that the story across four walls lacked continuity, so I began brainstorming a more cohesive narrative, considering how digital and physical elements could integrate seamlessly.

WEEK 11

Week 11 marked a significant turning point in the project as I finalized the concept for the hybrid physical-digital installation. I decided on a cohesive narrative that would flow smoothly across all four walls. 

Wall 1 would feature a physical handwritten sticky-note wall, representing the personal labels people encounter. Wall 2 would be a beating heart projection that bursts into particles triggered by hand gestures, symbolizing emotional release. Wall 3 would depict a pile of sticky notes hiding a child silhouette, combined with body segmentation interaction to let participants experience the weight of accumulated labels. Finally, Wall 4 would transform sticky notes into butterflies, suspended to represent freedom, acceptance, and self-realization. 

 During this week, I focused on ensuring that the narrative, interaction design, and technical feasibility were all aligned, creating a clear and meaningful progression from the burden of labels to personal liberation.

WEEK 12

In Week 12, I began coding Wall 1 to integrate physical sticky notes with the digital projection. I tested animations and interactions, ensuring that labels appeared accurately and consistently. This stage strengthened my understanding of blending tangible and digital elements to create an immersive experience.

Figure 1.4 Pile Of Particle Progress

WEEK 13

Week 13 focused on coding Wall 2, which included the beating heart animation and burst effects. I also continued refining Wall 1 interactions to ensure smooth visual effects. By iterating on animations and testing gestures, I gained practical experience in creating responsive, interactive installations.

Figure 1.5 Heart Particle Progress

WEEK 14

Week 14 was dedicated to final refinements and project completion. I finalized Wall 1 and Wall 2 interactions, ensuring all animations, gestures, and particle effects worked seamlessly. I completed the presentation, project management documentation, and recorded a video explaining the concept, process, and outcomes. Finally, I submitted all project deliverables, including physical installations and digital artefacts, ready for exhibition. This week represented the culmination of both conceptual exploration and technical learning.

FINAL CODE FILE

https://drive.google.com/drive/folders/1ipBUHQQQdNJzyDdBr7ZCgdZYqpQAXyd3?usp=drive_link

FINAL SHOWCASE

FINAL PRESENTATION DECK

Design Exploration by Rainn

PROJECT MANAGEMENT REPORT

FINAL PRESENTATION VIDEO

Youtube Link

EXHIBITION DEMO WITH FRAMEVR

LINK TO FRAMEVR

framevr.io/unlabeled

LINK TO GOOGLE DRIVE SUBMISSION (DOC / PDF)

https://drive.google.com/drive/folders/16iA_ITYtXs8WDoHCjj3L31oJfAKY2xAm?usp=drive_link


FEEDBACK

WEEK 02

  • Provided initial feedback on the proposed ideas and indicated that the interactive projection mapping concept would have greater potential for engagement and experiential storytelling.

WEEK 03

  • Approved the interactive projection mapping project as the primary direction.
  • Encouraged the student to explore conceptual depth and unique storytelling elements within the interactive installation.

WEEK 04

  • Advised to carefully consider time constraints and technical feasibility given the complexity of multi-wall interactions and animation.
  • Suggested planning interactions to balance emotional impact with achievable coding and setup.

WEEK 08

  • Reminded the student to align project exploration with industry trends and potential company outlook, ensuring relevance to interactive media practices.


REFLECTION

EXPERIENCES

Throughout the Unlabeled project, I experienced the full progression of an interactive design workflow, from initial research and concept ideation to coding, physical fabrication, and iterative testing. Working on a hybrid physical-digital installation exposed me to multiple disciplines simultaneously, including projection mapping, interactive coding, hand gesture detection, and physical installation design. Developing the four-wall narrative allowed me to explore how storytelling, interaction, and visual design converge to communicate complex emotional concepts.

As the project advanced, the workload increased significantly, particularly when balancing coding, animation, and the preparation of physical elements like sticky notes and butterflies. Learning new technical skills such as body segmentation, gesture interaction, and particle animation was both challenging and rewarding, requiring repeated experimentation and debugging. Managing these tasks alongside creating visual assets, storyboards, and presentations helped me develop a more structured approach to multitasking and iterative problem-solving.

OBSERVATIONS

During the project, I observed the critical importance of planning and sequencing in interactive media design. Each wall needed to connect conceptually and technically to the next, meaning that changes in one section often required adjustments across the installation. I also noted that feedback and testing were vital for refining interactions, particularly for the gesture-based and body-tracking elements. Iteration was constant—animations, timing, and physical-digital alignment had to be repeatedly reviewed to ensure the participant experience was smooth and coherent.

Another key observation was the balance between creativity and technical feasibility. While conceptual exploration guided the narrative, practical limitations such as equipment capabilities, space constraints, and coding knowledge significantly influenced design decisions. Testing the physical interactions with projected animations revealed issues that were not obvious in digital-only simulations, reinforcing the value of hands-on prototyping and experiential learning.

FINDINGS

One of the main findings from Unlabeled was that interactive and hybrid design requires as much strategic planning and technical problem-solving as it does creativity. Organizing tasks, coding step-by-step, and preparing physical elements before integration allowed the project to progress more efficiently while maintaining conceptual clarity. I learned that structured workflows do not constrain creativity but instead provide a foundation to explore complex ideas safely and realistically.

The project also strengthened my skills in combining physical and digital media into a cohesive narrative. Working across multiple mediums, projection, coding, gesture interaction, and physical artefacts improved my understanding of immersive experience design and user-centered storytelling. Overall, the experience enhanced my technical proficiency, conceptual thinking, and project management abilities, while reinforcing the importance of reflection, iteration, and adaptability in interactive media projects.


ON SITE PHYSICAL PROJECTION MAPPING INSTALLATION (POST-SUBMISSION) 

Following the submission of my project, UNLABELLED, the installation was displayed during this year's January 2026 final year exhibition showcase, "Hatcha" allowing visitors to interact with both the physical and digital walls as proposed. This on-site experience fully realized the interactive and immersive aspects that could only be partially conveyed through my original demo video and VR showroom.

During the exhibition:

  • Viewers could manipulate sticky notes with their gestures, triggering the system to respond in real time.
  • The body detection and hand gesture features I implemented were fully experienced, demonstrating the technical skills I developed in coding and interactive design.
  • Feedback from visitors highlighted the impact of being able to interact directly, which created a stronger emotional and experiential connection than the VR version alone.
Reflecting on this stage, I realized that the value of interactive installations lies not only in technical execution but in audience engagement. The exhibition reinforced my understanding of how design, technology, and human interaction come together to create meaningful experiences. Documenting this final stage allows me to present the project’s full lifecycle, from conceptualization to implementation and real-world interaction.

ON SITE IMAGES & VIDEOS OF VISITORS INTERACTION

Visitors share their experiences on label they experienced, heard or witnessed and paste them on the wall of labels.

Figure 3.0 Visitor Pasting Sticky Notes On Wall 1 After Writing

Visitors interact with hand gestures like open close palm gestures and swiping gestures to interact with the digital scene. This wall is basically an info wall on example of labels, impact and shadows label can effect on a person.

Figure 3.1 Visitor Interacting With Wall 2

For this wall, visitors can interact with their body movement for example big movement, shaking, spinning, waving or jumping to let all of the label fall off their body silhouettes. A lot of visitors have possible feedbacks on this scene and enjoy the interaction, some also suggest to add in the song "shake it off" to match their movement.

Figure 3.3 Visitor Interacting With Wall 3

For this wall showcase an ending for the project showcasing the process of labels turning into butterflies representing the freedom and reborn of a person when they accept themself.

Figure 3.4 Visitor Understanding The Meaning Behind Wall 4

On-site, I set up a small room in the corner to display my installation. With the help of two of my family members, we covered the top with black cloth to reduce light exposure, as the projector was not clearly visible in a bright environment.

Figure 3.5 Booth Overview

During the 2 days exhibition, I enjoyed interacting with visitors and explaining my project. The experience broadened my understanding of the impact of interactive installations and provided valuable insights from visitors’ perspectives. It also inspired me to explore more meaningful and engaging interactive projects in the future.

Figure 3.6 Me Interacting With Visitor

Figure 3.7 Me Interacting With Visitors

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