Creative Process Journal

Week 4 - 6

During weeks 4-6, I delved deeper into creating my own space by exploring various ideas. I focused on determining the number of retail shops, designing the floor plan, and mapping out the user journey. Throughout this process, I conducted user testing to gather feedback and insights that helped me refine my approach and arrive at the optimal solution for the marketplace.

Marketplace Prototype

Creating metaverse

The objective of the prototype is to seamlessly integrate 3D scanned assets into the Unity platform to create a tangible and immersive experience within a virtual environment. The goal is to explore effective ways of showcasing Phygital assets. When showcasing Phygital assets in a virtual world, it is crucial to create a suitable space that most effectively displays the assets. This can be done through careful consideration of the user experience and design, creating a space that is user-friendly and appealing.

Uploading digital asset into metaverse

The process of integrating 3D scanned assets into the Unity platform involves several steps:

Step 1
Convert the 3D scanned asset into the appropriate format, such as .fbx. Or .Obj

Step 2
Once the file is in the correct format, it can be uploaded to Unity where it can be displayed within the virtual world.

Step 3
Touching up and improving the space to make it more interactive and engaging

How to create an effective space?

To effectively display a Phygital asset in a virtual world, it is crucial to have both a well-designed virtual environment and a smooth user journey experience. The process should begin with creating a floor plan. By taking the time to understand the user's experience and how they will navigate through the space, a well-thought-out and effective virtual world design can be created.


Dumbell concept

The floor plan follows a shopping mall layout concept known as the "dumb-bell" design, in which larger stores (anchors) are positioned at opposite ends of the mall to act as attraction points for customers. This creates a flow between the anchors and drives traffic to the smaller shops, mimicking the natural flow of people in a street. The goal of the mall owner is to optimise rent by evenly distributing foot traffic to all shops, not just those in prime locations. Therefore, the layout design must take this into consideration to achieve a tenant mix that will benefit all occupants and ensure the success of the center

Floor plan

There are three categories of stores in the layout of our designed digital space: General Collectibles, Popmart, and Action Figures. These categories are based on the type of collectibles that have been scanned. The user starts at the central lobby and can choose to head towards one of the three stores on the left, front, or right. The design allows for easy access to any direction, without the need to go through one shop to reach another.

User testing

Users are tasked with choosing their favourite theme and design for the virtual world to see what they prefer. They are also tasked with navigating through the virtual world to observe the user experience, finding collectibles and providing feedback on which ones drew their attention and were their favourite, and evaluating whether the placement of the collectibles is effective or in an awkward position. Additionally, observations were made on how long each user stayed and what they spent the most time interacting with.

Dark theme
Brighter theme

During the usability testing, two different themes were presented: a darker theme and a brighter theme. Users expressed a stronger preference for the brighter theme, citing its clear and visually appealing display of information, prompting the decision for us to change to incorporate a brighter version. The importance of a guided directory in the virtual world was also revealed by usability testing as the use of signage and prompts to direct users to the appropriate location made it easier for them to receive information and navigate the virtual world.

Understanding how users navigate through the virtual world is important to identify any obstacles or challenges they may face. Solutions such as signages, clear starting points, and incorporating NPCs or quests can help to improve user engagement and navigation. Unity offers customizable game options for creating the virtual world, but it's important to ensure that the design provides a tangible and immersive experience for users while presenting the assets in an appealing manner to encourage potential purchases. The key considerations and analysis are presented in a table.

Analysis of the virtual world

In order to better understand how to create the virtual environment, as well as its constraints and potential for improvement, experiments and observations need to be made. This involves assessing if the virtual environment can be created directly without the need of third-party software, whether its design makes sense and is popular with users, and whether the location of collectibles is appropriate. I must also make an assessment to see if additional features and possibilities may be added to improve the project in the long run.

Can the virtual world be built directly without 3rd party software?

In this experiment, the virtual environment can be created without the need of third-party software. The environment may be built from the ground up using the software's Unity ProBuilder capabilities. It has the function of adjusting Meshes and altering objects. Direct modifications may be done without the need for extra software, saving time and making it easier for beginners. With its visual capabilities, the program is also capable of supporting high-resolution graphics, which gives users an immersive experience. However, this program has a high learning curve and requires more time and effort for beginners to generate what they desire.

Does the virtual world design align with the goals of my project?

Solar Punk was chosen as the backdrop for my project ts distinctive fusion of science fiction and natural elements. This reflects both the items that is scanned which is the chosen asset for the project. I believe the items that I am scanning are contemporary and widely recognized in popular culture, including popular brands like Popmart and FunkoPop. The goal of the project was to connect the physical and digital worlds by incorporating nature into the Solar Punk backdrop, which emphasizes the importance of balance and harmony between the natural and digital worlds. The fusion of technological and organic components in Solar Punk produces a visually appealing and immersive atmosphere for the online marketplace, improving the user experience and highlighting the significance of nature in our changing technological landscape.

What are the features and opportunities that can be implemented in the world to make it more engaging?

The virtual shopping experience can be further developed by adding social features like a chat box and NPCs that offer quests and vouchers to incentivize exploration. Facilitating buying, selling, and trading is also important and will be further developed in the next phase. More engaging elements like allowing users to physically interact with collectibles and causing them to move can provide a more immersive experience in the future. Technical considerations must be taken into account during the development process.

Is the positioning of the collectibles optimal?

Every aspect of the virtual environment is thoughtfully planned to give the best browsing experience. The positioning of products considers both their visibility and context within the same category. Popular figurines, for instance, are purposefully positioned closer to the aisle to draw customers' attention and pique their interest.

Popmart Collectibles

The first image showcases a collection of Popmart figurines, all of which are designed to embody the brand's fun and playful spirit. The display takes inspiration from real-life collectible displays, ensuring that customers feel a sense of familiarity and comfort as they browse.

General Collectibles

The second image features a selection of the most attractive collectibles floating in the center of the display. Here, customers may find special offers and limited-time offers that keep them engaged and excited. The road leading up to this area guides customers toward the general collectibles space, where they can browse through a wide variety of products, with most of the collectibles displayed here.

Action Figures

The third image highlights a dedicated space for superhero figurines. The open layout, featuring different levels and floating figures, adds an element of excitement to the browsing experience. Customers can easily move around the display and interact with the figurines, perhaps even making them "fight" with each other for added fun. This flexible and engaging design ensures that customers can explore and enjoy the products in a way that suits their preferences.

Reflection

The prototype for the virtual world is focused on creating an efficient and effective platform to showcase Phygital assets and provide a tangible shopping experience. This is achieved by careful planning of the floor plan and user journey, ensuring that the platform is user-friendly and intuitive. As this technology is relatively new, there is limited research available online, hence is enhanced based on user testing, analysis, and feedback before practical improvements can be made. By actively incorporating user feedback, I can create a better user experience and ensure that the Phygital assets are efficiently displayed, improving the overall success of the platform.

It is important to continue conducting research and analysing user feedback to ensure that the virtual world continues to evolve with the needs and expectations of its users. As the platform gains popularity, there may be additional opportunities to expand and improve upon its features, creating an even more engaging and immersive shopping experience that is practical and user-centric.
As this is a large-scale project, additional time will be required to improve upon existing functions and to add new features. These may include not only the addition of multiplayer features and post-purchase experiences for the user, but also advertising opportunities for participating merchants through skillful use of the quest system to direct traffic to chosen locations. This will all be part of the later development stage, phase 2, when the platform gains more traction and be discussed in the further research.