Project Two: Augmented Poster
Phase I: Planning
I struggled with what concept I wanted to explore and educate more. I wanted to explore the idea that the more you interact and stay around the poster you begin to see more forms of adventure and exploration into the given topic. This would benefit the user by pursuing an AR/VR augmentation rather than it being an afterthought. Given this goal, I knew facts and interactions would be necessary to attain this process.I aimed to create an experience that felt immersive and also began to expand the longer you existed in the space. 
I wanted to find a way to interact with the character models by tapping or hovering over specific areas of the poster. This blend of educational and interactive aspects of the poster would make the exploration feel more exciting and a lot more engaging.
Phase II: Poster Ideation & Iteration
For my poster, I wanted a minimal aesthetic with a somewhat cinematic feel now that I had defined I wanted to do Super Mario 64. From here I began to attempt to find a way to develop an aesthetic that felt true to the game and not like a rebrand. As I focused on creating the AR experience, I experimented with various design techniques. 
I played with minimalistic layouts of assets that would emphasize key features without overwhelming users with unnecessary details. The goal was to create a sense of what the video game felt like when you actually begin interacting with Mario 64 for the first time. This being a 3D game, it only made sense to take something from 2D to 3D. I wanted to also organize the ideas and history of the game in a dynamic way rather having it take away from the illustration of the poster:

Phase III: Poster Design & Storyboard
The poster and storyboarding idea is the basis that there would be interactive elements. The poster depicts Mario falling out of the sky as he goes for the iconic red coin. This idea of using a higher quality to go against the lower poly renders used in the character models. This was multiple styles began to go into the final AR poster.
                         

Phase IV: Rough Prototype
In this stage I would sketch the core elements of the AR experience and the simple shapes of how I hoped the objects existed within the space. I would make sure to focus on the user interaction and make sure each .obj file behaved correctly with both placement and textures. 
This is where I would create the actual rough prototypes that would be needed for a basic use case using Blender. I would create rough 3D models and animations or sounds relevant to each object. The main focus would be on keeping the models to a low-poly count for an easy user experience in Adobe Aero.
Integration with Adobe Aero: I would import them into Adobe Aero. This is where I can start to include animations that are triggered by the user. I can also see what they feel should be clickable or gesture controlled. Within this process, I would refine the prototype based on user feedback and what I began to examine. Sorting out functionality and speeding up the process for a more effective final. 

Phase V: User Testing
When user testing, I consistently bounced back and forth between each of the web and phone based apps. In Adobe Aero, I can start to include animations that are triggered by the user. I can also see what they feel should be clickable or gesture controlled. Within this process, I would refine the prototype based on user feedback and what I began to examine. Sorting out functionality and speeding up the process for a more effective final. 
By using my QR Code we could bounce between each of these:
                                       

Phase VI: Curate/Create Asset
I chose the Mario characters (Peach, Bowser, Mario) for the AR posters because they evoke a sense of nostalgia for N64 users, creating a bridge between the past and the present. These iconic figures are not only instantly recognizable, but they also hold a special place in the hearts of many gamers who experienced the groundbreaking gameplay of that era. I aimed to create an immersive experience that resonates deeply with users, allowing them to relive their childhood memories while interacting with modern technology. The familiar visuals and playful essence of these characters can evoke joy and excitement, enhancing the overall engagement with the AR experience.
Ultimately, the decision to feature Mario in the AR posters was driven by the desire to create a captivating experience that honors the legacy of N64 gaming while embracing the possibilities of augmented reality. 

Phase VII: Refinement
For refinement, I adjusted audio with a fade in and face out. I also adjusted scale and placement based on the augmentation. This is shown in my walk through video in OneDrive.

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