Wave.
interaction design
an artistic music manipulation app that provides a collaborative environment to express yourself and listen to music together with friends when you’re apart.
overview
Our team was pushed to imagine what capabilities were unused in an everyday phone camera and how we could integrate these technologies into augmented reality. This entire project took place remotely, so our team meetings were all online. This was a huge challenge that really impacted our early stages of the process that involved a lot of collaboration and ideation.
team
Monica Ionescu
Brayan Jimenez
Rebecca Rhee
​
Yuna Shin
Joyce Lin
made for
Music lovers
COVID isolaters
my role
UI/UX Designer
when
3 weeks
Fall 2020
How can we take advantage of AR technology that is readily available in our cameras and turn it into an interactive experience?
ideation
Our collaboration began on Figma, with the goal that any idea goes. We found a few key themes during this stage that we were interested in. Those categories were surveillance, storytelling/sensory experience, information & safety, and AR guidance. We eventually landed on storytelling/sensory experience because we thought that it would allow for the most creative freedom and fun in the process.
Storyboarding
We were drawn to sound and the power it can hold with memories and nostalgia. We wanted to create an integrated sound experience. In order to fuel our idea, we created a storyboard where a motivation for use is visible.
1. Jo is doing work on their computer with their
phone nearby. The phone lights up.
2. Jo opens the app and puts their AirPods in.
3. The app prompts Jo to point the phone camera
at the environment while emitting music.
4. Billie, who invited Jo to use the app with him,
also points his phone into the environment. The
app begins visualizing the sounds of the song
they are listening together.
5. Billie triggers the manipulation of a sound wave
using the app. Jo's phone reflects this trigger.
6. Both continue to manipulate audio
accompanied by the AR visualizations. The
synced sound visuals projected into their space
interacts with the objects in their respective
environments.
7. After the session ends, a recording of their
visuals can be saved for future playback.
design
Interactions
One of the most difficult considerations to make during this project was how the user would actually interact with the product. We had to think of gestures that were possible while the user is holding the phone, and simultaneously intuitive. We had to consider which aspects of sounds that the user could manipulate and how to provide accurate feedback for those changes. With that in mind, we came up with the following gestures and how they would affect the sound.
prototyping
Our timeline for this project was incredibly short. Not only did we need to develop a design system, but we also needed to learn how to render in 3D and create a video presentation of the work. We split up the tasks between the team members -- Joyce, Rebecca, and I worked on the design system for the app itself while Yuna and Brayan completed the animation and video portion of the project.
Wireframes
We moved quickly through the prototyping process. We came in with some sketches and general ideas of the user flow but jumped right into prototyping on Figma. We didn't have much time, so we needed to get to work right away, generating our ideas quickly and communicating them efficiently. We grounded the wireframes in the narrative we had created earlier. This helped us with focusing on the key features and interactions of the app.
High-Fidelity Wireframes
Our final design proposal, like the wireframes, was developed very quickly. We had minimal time to put this together. Below are a few slides that represent the key visual designs of the app. The video showcases how the application is intended to be used. The full video can be found here.
reflection
Overall, this project was really fun and let us all be very creative in the process. It was difficult figuring out how to transfer teamwork to a fully remote experience. There were difficulties with technologies and timing that wouldn't have normally been an obstacle. We also were very rushed during this process. I would have liked to do some user research on gestures and colors. None of us have had experience with 3D renderings. That is also something we would have liked more time to explore our options for generating 3D objects.