Aako XR

Aako Inc

My Roles

Conceptualization, user flows, user sketches, hi-fi designs

team

Yasushi Oh, Yolanda Xing, Rency Visperas, Oswaldo Medina, Nainika Neerukonda

tools

Figma, Unreal Engine

Timeline

Jan - June 2024

Overview

Aako Inc is a organization aiming to redefine social media by combining augmented reality (AR) with geo-spatial interaction using "echoes"—audio content tied to real-world locations. This creates a unique, immersive way for users to explore and interact with places and with each other. While the MVP project is on the mobile platform, my team and I took on the challenge of implementing the project concept with the VR platform.

Problem exPLORATION

Audience

Through previously gathered user data, we made 4 user personas:

Tech Enthusiasts
  • Motivated by the urge to try new VR/AR technologies
  • Interested in immersive and interactive features unique to VR
Social media lovers
  • Motivated to stay connected with friends and followers in novel and engaging ways
  • Interested in sharing own echoes and interacting with others’
Adventure Seekers
  • Motivated to explore and collect unseen echoes
  • Interested in collection of echoes and geo-spatial interactions tied to both virtual and real-world locations
Content creators
  • Motivated to produce and share unique content on platforms that offer highly customizable tools for creativity
  • Interested in personalized recommendations and categories, with creative tools to make individualized content within the VR environment

Problem Statement

In today’s hyper-digitized world, social media is saturated with overly curated and polished content, making authentic connections harder to establish. This leads to shallow interactions, where users rarely experience genuine moments of awe or deep connection. Solution: Aako aims to reintroduce authenticity and excitement into social interactions through Augmented Reality (AR) and location-based activities. By blending digital and physical experiences, we create more meaningful, immersive ways for people to connect and engage with the world around them.

Goal

Goals

  • Create innovative XR features with unique interactions exclusive to XR.
  • Provide an immersive and interactive XR experience.
  • Encourage users to explore and create engaging content.
  • Align with the MVP mobile app in integrating its best features while enhancing them for VR headsets.
  • Facilitate community building through interactive XR features.
Brains

Challenges

  • Translating traditional app interactions into immersive XR experiences.
  • Ensuring user safety in outdoor XR environments.
  • Balancing the integration of existing MVP app features with new XR functionalities.
  • Designing intuitive navigation and usability for XR spaces.

Design Solution

Ideation / Planning

Feature maps
"What if Echoes are alive?"

With this prompt and our audience and goals in mind, our team collectively brainstormed features for different aspects of the experience. For this part, I focused on getting to an echo and interacting with it, proposing ideas such as having an alternate navigation system to increase accessibility for users with disabilities. I also suggested creative methods of interacting with an Echo such as using gestures and a virtual pen. With this I aimed to increase the customizability of reactions and introduce unique features exclusive to VR (appealing to "Social Media Lovers" and "Tech Enthusiasts").

In addition, I created user flows and sketches for the browsing experience. Throughout, my emphasis was on separating features within the browsing experience in order to lessen cluster and create an intuitive user experience. I did this by combining like features and analyzing the actual usefulness of certain side features.

User flow and sketches (left)

Prototypes

Prototypes were roughly modeled in Unity (pictures 1-3) and transitioned into Figma (pictures 4-6) for more Hi-fi versions.

When making the collection system (above), I aimed to appeal to "Adventure Seekers" and their interest in gathering echoes, thus motivating further exploration. By being able to feature chosen echoes on pedestals, the user would have an immersive way to present their collection in an awe-inspiring atmosphere.

The bubble search interface (below) was a nod towards the bubble concept of echoes as present from the MVP page and within our brainstorming. With the interactive motion of grabbing and throwing bubbles, I hoped to introduce a feature unable to be experienced in 2D design.

Feedback & Improvements

Pain Points

After rounds of feedback sessions with the team, the following pain-points became evident:

  • Bubble theme too over-used, interface too crowded.
  • Representation of echo collection rooms proved as a danger risk to users due to the size of content, which may distract users from their surroundings.
  • Tag system was not intuitive enough, and realistically not commonly used in social media apps.

Implementations

In response, the following changes were made to newer iterations:

  • Simplified search interface and minimized bubble theme.
  • Developed a smaller more convenient way to browse echo collections, still keeping some degree of immersive and informative features.
  • Emphasized direct text search systems, with intuitive buttons and call to actions

Final Designs

Next steps

  • Develop working models in Unity
  • Conduct extensive user testing to refine features
  • Launch and gather feedback for continuous improvement
  • Analysis of business impacts

Takeaways

This was my first time designing for the VR platform. The transition from more traditional design styles to immersive XR features opened my eyes to the vast potential of interactive and spatial user experiences.

I also learned a lot about the iterative design process:

  • The importance of iterative design and team feedback throughout the entire process
  • Balancing innovation with usability
  • Communicating and presenting ideas in a simple yet informative manner