UNFOLD BEIJING: Integrating an Augmented Reality App Into the Interactive Brochure To Enhance Travel Experience In Beijing Yundi GE Supervisor: Michal Heichel MA Interactive Media Practice, University of Westminster August 2019
UNFOLD BEIJING: Integrating an Augmented Reality
App Into the Interactive Brochure To Enhance Travel
Experience In Beijing
Yundi GE
Supervisor: Michal Heichel
MA Interactive Media Practice, University of Westminster
August 2019
Table of Contents
ACKNOWLEDGMENT ...................................................................................................... 1 ABSTRACT .................................................................................................................... 2 KEYWORDS ................................................................................................................... 2 CHAPTER 1 INTRODUCTION ........................................................................................... 3
1.1 Introduction ........................................................................................................ 3 1.2 Concept, Aims and Objectives .......................................................................... 4 1.3 Research Questions .......................................................................................... 5 1.4 Contributions ..................................................................................................... 6 1.4.1 Practical contribution ...................................................................................... 6 1.4.2 Academic contribution .................................................................................... 6
CHAPTER 2 RESEARCH .................................................................................................. 7 2.1 Augmented Reality ............................................................................................ 7 2.1.1 Augmented reality application ........................................................................ 8 2.1.2 Augmented reality in the print media industry ................................................ 9 2.1.3 Augmented reality in the tourism industry .................................................... 11 2.1.4 Beijing tourism industry ................................................................................ 13 2.2 Literature Review ............................................................................................. 16
CHAPTER 3 METHODOLOGY ......................................................................................... 19 CHAPTER 4 PRACTICAL DEVELOPMENT ....................................................................... 22
4.1 Overall Project Development ........................................................................... 22 4.2 Design Process ............................................................................................... 23 4.2.1 Project identity design .................................................................................. 23 4.2.2 Brochure ....................................................................................................... 25 4.2.3 Application .................................................................................................... 27 4.2.4 AR content .................................................................................................... 28 4.3 Development Process ..................................................................................... 29 4.4 Source of Vsual Content .................................................................................. 30 4.5 Software .......................................................................................................... 30
CHAPTER 5 PROBLEMS AND ANALYSIS ........................................................................ 33 5.1 Problems and Solutions ................................................................................... 33 5.1.1 Photo/Video record, replay and share .......................................................... 33 5.1.2 360-degree video .......................................................................................... 35
5.1.3 Video playing problem .................................................................................. 35 5.2 Learnings ......................................................................................................... 35 5.3 Industry Feedback ........................................................................................... 36 5.4 Testing and Evaluation .................................................................................... 36 5.4.1 User Testing ................................................................................................. 36 5.4.2 Survey Result ............................................................................................... 38
CHAPTER 6 CONCLUSION ............................................................................................ 39 6.1 Project Context and Review ............................................................................ 39 6.2 Future Work ..................................................................................................... 40 6.2.1 Tourism industry ........................................................................................... 40 6.2.2 Practical improvement .................................................................................. 41 6.3 Summary ......................................................................................................... 41
CHAPTER 7 REFERENCES ............................................................................................ 42 7.1 Bibliography ..................................................................................................... 42 7.2 Online Material an sources .............................................................................. 53
APPENDICES ............................................................................................................... 55 Appendix 1: Brochure Content Setting .................................................................. 55 Appendix 2: Industry Feedback Evidence ............................................................. 59 Appendix 3: User testing evidence ........................................................................ 60 Appendix 4: User Testing Note .............................................................................. 61 Appendix 5: Interview Survey ................................................................................ 63
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Acknowledgment
Here, I would like to thank my parents for their support of my postgraduate study,
which is the basis of my study and life in a foreign country. In addition, I am also very
grateful to all IMP students and teachers I met in this year, especially my tutor
Michal. With their company and help, my cooperation ability and learning ability have
been greatly improved. In addition, I would like to thank Field, who has been my
biggest supporter during my one-year study and life. During the development of the
project, his network resources greatly helped me complete the field user test. Also
thanks to those users who participated in our user test, as well as Nan ZHANG from
Beijing Qyer company. Your participation makes the testing and feedback of the
project more convincing. Finally, I would like to thank all the others who have helped
me during my postgraduate study and life without mentioning above. Sincerely,
thank you all.
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Abstract
The “Unfold Beijing” project creates a conceptual AR solution for Beijing tourism
industry. With the combination of an interactive brochure and AR scan application,
tourists can enjoy a robust multi-media Beijing tour and get to know more about this
city. The “Unfold Beijing” project is expected to provide the tourists with an
enhancing AR experience when exploring the city.
The AR brochure designed to bring the interactive experience into daily travel use,
while the application focused on integration with multi-media content. Respectively,
the brochure will be presented with useful travel information, attractive design and
professional printing; the application output will utilise rich media forms like 3D
models, animations, sounds, videos, and 360-degree panoramas. The extensive
research will be organised to investigate the feasibility and contribution of this
concept. By user testing and interview survey, the following question will be analysed
and investigated:
1. How to utilize AR application as an effective tool to create engaging travel
experience?
2. What is the advantage of the integration between print media and mobile
augmented reality application?
3. Why is it essential to conduct this project in Beijing?
Keywords: Augmented Reality, Tourism, Print Media, Application Design,
Interactive Technologies
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Chapter 1 Introduction
1.1 Introduction
The innovative technology has continuously changed the way we discover the world
around us. AR, as know as augmented reality, has come into our daily life for years
mainly through mobile devices, and yet, still considered to be one of the most
promising technology trends in 2019(Newman, 2018). According to the research by
Danny Moon in 2018, there are more than 2,000 AR apps in IOS App Store and over
200 apps available on Google Play Store, which means, the popularity of the
augmented reality is still on the rise and in an exponential expansion. By simulating
virtual content over reality in computing devices, AR application has significantly
enhanced user perceptions in an enriched way(UKEssays.com, 2018). With
augmented reality functions, users allowed to immerse themselves into a virtual
digital world without losing their physical contact with the real outside world. As a
connecting link between two worlds, this kind of interactive communication modality
including, but not limited to visual, auditory and kinaesthetic. Therefore, augmented
reality applications have been perceived as an effective tool to improve the
experiencing process for end-users(Mohd, Ismail and Halim, 2015).
The augmented reality application has also been widely applied in various areas
such as video games, interior design, healthcare, education, broadcast and
translation(En.wikipedia.org, 2019). At this staging point, the application of
augmented reality has also revolutionised the publishing industry. With the help of
the augmented design and a mobile device, any form of print material, such as
posters, magazines, postcards and books, can be transformed into an interactive
print with the pre-embedded marker. Zappar, an AR solution company, has
conducted a series of incredible print media AR implementation, including AR poster,
AR leaflet, AR product packing and AR business card(Zappar, 2019). The
combination of augmented reality and print media not only brings interactivity into the
graphic layer but also extends the untouchable AR content to a physical level.
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In addition, the tourism industry has also seized the opportunity to participate in this
emerging technology collaboration. As the tourism industry highly relies on providing
appealing encounters of tourist destinations, innovative technology like augmented
reality can be seen as an alternative chance in exceeding customer expectations
and satisfaction(Shabani, Munir and Hassan, 2019). In this case, augmented reality
solutions are developed to make a positive impact on the tourism industry as well as
generating increasing profit. For example, Florence Guide is a travel application
created by the Etips company in Italy. It allows people to travel to Florence through
the mobile phone along with real-time e-marks and pop-up additional travel
information. It introduced AR technology into the city tour and replaced the paper
map with the camera viewfinder.
Similarly, this trend has also influenced the Chinese tourism industry. Based on a
report by the ChineseAR community, augmented reality has been applied in the
smart tourism system of some tourists attraction(Chinaar.com, 2018). The integration
mainly focused on tour guides, scenic guides, route navigation, interactive games,
social networking, etcetera. As one of the most famous world-class tourism cities,
Beijing is undoubtedly becoming the top one must-visit city for visitors both at home
and abroad. Though the tourism development in Beijing kept growing, the increasing
speed of the inbound tourists started to slow down in recent years(UNWTO-WTCF
City Tourism Performance Research Beijing Case Study, 2018). To cope with this
situation, measures have been taken to boost tourism. One of the instructions
suggested by Beijing Tourism Commission is leveraging innovative digital media and
curating creative cultural products. (UNWTO-WTCF City Tourism Performance
Research Beijing Case Study, 2018)
1.2 Concept, Aims and Objectives
Concerning the factors above, the “Unfold Beijing” project was proposed to create a
conceptual AR solution(including AR scan application and interactive print brochure)
for Beijing tourism industry as a possible way to enhance the travel experience in
Beijing. With this AR solution system, tourists are expected to enjoy a robust multi-
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media Beijing tour as well as get to know more about the extraordinary city, Beijing.
To be specific, they can read essential experience introductions, acquire lively city
perception, navigate through most-famous attractions, share travel experiences by
postcards and create their own travel moments with photos and videos.
To that end, this project aims to define the ability of travel experience enhancement
through the whole AR solution system and also explore an interactive way to explore
a new city. If possible, it could be referenced by other tourists city like Beijing, to
create their customised AR travel solution system based on their own needs. To
achieve this goal, the cooperation between the printed brochure and AR scan
application prototype is essential. The brochure design mainly emphasised on how
to bring the interactive experience into daily travel use, while the application mainly
stressed the integration with multimedia content. Respectively, the brochure will be
presented with origin writing content, attractive design and professional printing; the
application output will utilize rich media forms like 3D models, gifs, animations,
sounds, videos, and 360-degree panoramas.
1.3 Research Questions
The combination of augmented reality and travel brochure in the tourism industry will
be further researched, analysed and conducted in the following chapters. In order to
best investigate how is this project going to enhance the travel experience of tourists
in Beijing, the following research questions are put forward :
1. How to utilize the AR application as an effective tool to create an engaging
travel experience?
2. What is the advantage of the integration between print media and mobile
augmented reality application?
3. Why is it essential to conduct this project in Beijing?
So as to address the above questions, the rest of the chapters are organised as
follows. Chapter 2 will provide thorough research evidence and conduct a literature
review. After confirming the research questions, the methodology will be stated in
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Chapter 3. Chapter 4 and Chapter 5 will demonstrate the practical development
process and the testing and evaluation section. Conclusions and future work are
discussed in Chapter 7.
1.4 Contributions
1.4.1 Practical contribution
From the following research and study, we can understand the application of AR
technology in the tourism industry and the print media industry. From this, we can
get inspiration from the combination of the three, to form a complete AR solution for
the urban tourism experience. Therefore, it can publicise the city image, improve city
perception, and increase satisfaction. Finally, achieve the purpose of promoting city
tourism development. Besides, the practical development process of the interactive
brochure and AR application will help us understand how the design and
development of the project can help visitors get the features and smooth interactive
experience they like. Finally, user testing largely ensures the actual availability and
feasibility of the project and ensures that we can meet research goals.
1.4.2 Academic contribution
Current studies about AR implementations are mainly focused on one of the two
factors, either tourism or print media. Therefore, we can only gain reliable literature
resources separately instead of a comprehensive study. To fulfil the gap of the AR
solution system in city tourism, this paper will contribute to discover possible AR city
tourism solutions theoretically and practically. Moreover, this project is mainly
targeted for the Beijing tourism industry, where few studies from the public can be
acquired. It is believed that the rest of the dissertation can be used for reference to
further Beijing AR tourism research.
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Chapter 2 Research
2.1 Augmented Reality
Augmented Reality (AR) is a reality-based interactive display environment that uses
computer-generated display, sound, text, and other virtual effects to enhance the
user’s real-life experience. This word was first used in 1990 by former Boeing
researcher Tom Caudell. With the development of the research, there are currently
two general definitions of augmented reality. One was proposed by Ronald Azuma, a
professor at the University of North Carolina in 1997. He believes that augmented
reality includes three aspects: the combination of virtual objects and reality, instant
interaction, and registered in three-dimensional effect. The other definition is the
Milgram’s Reality-Virtuality Continuum(Figure 1) proposed by Paul Milgram and
Fumio Kishino in 1994(En.wikipedia.org, 2019). They regard the real environment
and the virtual environment as the two ends of a continuous system, and the middle
part of the two ends is called “Mixed Reality”. The side close to the real environment
is augmented reality, and the side close to the virtual environment is the virtual
environment.
Figure1: Milgram’s Reality-Virtuality Continuum (source: Wikipedia)
It is generally believed that the emergence of AR technology stems from the
development of Virtual Reality (VR), but apparently, they are not precisely the same.
Traditional VR technology gives users the effect of being completely immersed in the
virtual world, with the new-created world; while AR technology brings computing
content into the real world for users, enhancing them by listening, watching,
touching, and adopting virtual information. The perception of the real world has
transformed from “user adapt to the technology” to “user-oriented technology”.
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2.1.1 Augmented reality application
Although augmented reality has existed for many years, until mainstream
smartphones are equipped with GPS, cameras and augmented reality, augmented
reality start known by the public(Perdue, 2019). MARA, in short of “The Mobile
Augmented Reality Application” is a mobile device solution that combines and
complements the built-in components of mobile phones and provides specialized
applications to deliver reality-based services and features(Schmeil and Broll, 2017).
This solution designed to provide mobile phone users with a rich set of services,
applications and features that are applied to physical reality. These apps use the
phone camera, GPS, touch screen components and other sensory and motion
detectors to integrate real images, videos or scenes.
As the increasing power of portable electronic products, the use of augmented reality
is becoming more widespread, especially for augmented reality mobile applications.
After the launch of mobile AR game PokemonGo(Figure 2) in 2016, it has completely
subverted both the game industry and the AR industry.
Figure 2: Pokemon Go AR game(source: pokemon.com)
Since its release in July 2016, the game peaked at nearly 45 million users in August
2016, which is considered to be a milestone that AR could be adopted by the mass
audience(Javornik, 2016). Thereby, AR made a significant impact in areas other than
entertainment, such as marketing, fashion, travel and retail, where the number and
popularity of commercial AR applications have increased.
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2.1.2 Augmented reality in the print media industry
Trending technology has had an exceptional influence on how we consume and
deliver media content in the past ten years. With the booming of digital publications
and the depression of paper business, competing for new media content has
become the common choice of traditional media company. In May 2012, AR agency
Blippar and the Guardian newspaper jointly launched the “World’s First Augmented
Reality Newspaper” in Dublin(Figure 3).
Figure 3: The Guardian AR newspaper(source: econsultancy.com)
Readers can use the Blippar software to read the AR “Editor’s Choice” section and
interact with advertising content(Heim, 2012). Likewise, according to the report by
US authoritative media “Advertising Age”, “New York Times” decided to put a bet on
VR and AR, hoping to continue its leading position of the media industry through the
digital transformation(Greiff, 2015).
In recent years, augmented reality has truly created opportunities for the traditional
print media industry. Apple CEO Tim Cook and Pokemon Go founder Niantic John
Hank believe that AR has more chances than VR for the publishing
industry(Charlton, 2017). Indeed, some print media company and AR startups have
already teamed up to bring a new way of expressing printed content for years. For
example, ELLE, one of the world’s largest fashion magazines, announced its
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partnership with HuffPost RYTO to create an AR experience for the November
“Hollywood Women’s Collection” in 2016(Prnewswire.com, 2016). With ELLE NOW
application, readers only need to put the mobile device on the cover of any female
character and the covers will come alive(Figure 4).
Figure 4: ELLE AR magazine - ‘Women In Hollywood’ November Issue in
2016(source: prnewswire.com)
Readers can enjoy the exclusive interview videos of the Hollywood star. Robbie
Myers, the chief editor of ELLE, stated that the influence of technology penetration
into fashion media is an absolute charming and AR technology is a new way to
further reveal the image for readers.
As can be seen, the AR interaction between reality and virtual has made the form of
paper media more diversified and more immersive, allowing readers to embrace
differentiated interactive movement while reading. Marshall McLuhan believes that
the media is an extension of man(McLuhan, 2001). We are now in an era of
retribalization, where the divided senses are reintegrated and extended. With a
camera and display port, augmented reality technology can make various 3D
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models, videos, audios, annotations on paper. By using sounds, gestures, touch, etc.
to manipulate virtual objects, people’s senses are extended at the same time and
experience a perfect physical-and-mental enjoyment.
On the other hand, for media organizations, AR has undoubtedly put forward higher
requirements for media workers. Download the app, scan the content with the AR
marker, and present the corresponding video. This is the most common application
solution of “Media + AR”. Few obstacles also arose from this. If users only allowed to
use a specific APP when scanning, they will be subject to certain limitations. If AR
function can be connected to any social media platform, the operation will be more
convenient, and the communication effect will be better. What's more, the Internet
itself also imposes constraints on AR. AR experience sometimes is subject to the
user’s network and smartphones. In places where the network is poor, users may
experience delays and bad experiences. So for the average user, quality content and
experience are the keys to maintaining user loyalty in the printed AR project.
2.1.3 Augmented reality in the tourism industry
Augmented reality industry is evolving at a fast pace. Experts predict that the
augmented reality market will reach more than $25 billion by 2025, and growth will
continue to grow steadily(Makarov, 2019). The following business areas show major
potential in generating increasing profit with AR(Figure 5).
Figure 5: Expected revenue in AR industries by 2025
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Regardless that the tourism industry is not on the list above, tourism has also shown
a significant shift through augmented reality. Unlike other industries, tourism is a
highly research-based industry. Tourists will act only if they conduct research about
attractions, accommodations, shopping and food. The statistic given by Opera
Mediaworks shows that about 85% of travellers prefer to use mobile devices as a
booking tool(Shaul, 2016). Therefore, the mobile device is the perfect platform for
AR marketers to create new values. As to say, the travel industry took great
advantage of augmented reality development since anyone with a smartphone can
use augmented reality technology. Tom Hall, the Lonely Planet travel editor,
predicted that augmented reality could help travel in both practical and inspirational
ways(Sung, 2011). Indeed, with AR augmented reality technology and high-speed
Internet connection, now visitors can conduct navigation, positioning, information
browsing, travel planning, online booking, etcetera. Through the existing reality of
layered digital information, AR is easing planning trips and enhancing the travel
experience for visitors.
Although the industry has not fully utilized AR, some innovative mobile applications
have already made progress in enhancing the travel experience. Wallit, an AR
message board application, can mark the hottest spots in each city and set up a
virtual “Message Wall” (Filippetti, 2012). When people enter into a popular travel
area, users can leave a message on the message wall as well as social with other
tourists on “Wall”. AR app Junaio is an AR navigation app designed by Tokyo
Sunshine Aquarium in Japan. Since the aquarium is distant from the subway and the
interference billboards on the streets, visitors always getting lost on their way. With
Junaio, the AR penguin turns into the GPS and adds joy to the walk(Figure 6).
Figure 6: Junaio – an AR penguin navigation app(source:Soranews24.com)
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One month after the launch of the AR app, the cute little penguin brought 152% of
the visitors to the aquarium. For the user, this is not only an interesting experience
but also deepens the impression of the aquarium and enhances the brand’s
image(Clegg, 2014). In China, some tourist attraction has also created their AR
experience. Baidu, a popular search engine company in China, has launched its own
AR WeChat mini-program for the Changlong Wildlife Park in
Guangzhou(Chinaar.com, 2018). The mini-program displays virtual animals on the
smartphone screen and imposes them in the real environment that visitors are
currently seeing(Figure 7).
Figure 7: Changlong AR zoo mini-programme(Source: prnasia.com)
The mini-program is designed to facilitate digital interaction and provide visitors with
information about the animals they see and guide them around the park. The similar
AR try-out is adopted by Wudang Mountain Tourism Commission. They cooperated
with the leading AR solution expert Magic Real Technology to customize AR
advertisements for attraction tickets to promote the rich tourism resources of
Wudang area. Overall, the application of AR in the tourism industry is not limited to
the above scenarios. Further exploration of tourism may bring more opportunities.
2.1.4 Beijing tourism industry
Beijing is the capital of the People’s Republic of China, and one of the four
municipalities city. It is one of the four ancient capitals and China’s five core cities.
Beijing is China’s political and cultural centre, as well as an international exchange
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and centre for science, technology and innovation. More importantly, Beijing is rich in
tourism resources(Figure 8).
Figure 8: Key tourism resources of Beijing
With seven UNESCO heritage sites, Beijing is the world’s largest city with the largest
number of World Heritage sites. In recent years, Beijing has intensively explored
cultural connotations and launched a variety of historical and cultural and modern
cultural experience tourism products, which are very popular among tourists. The
integration of Beijing’s tourism and cultural industries is also deepening. The cultural
re-emergence of the seven world heritages, the characteristic experience of Beijing’s
traditional folk customs, cultural creativity and the development of performing arts
have brought new growth points to Beijing’s tourism industry.
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Acording to the statistic by Beijing Tourism commission, Beijing tourism industry has
maintained its vigour in past years. The number of tourists and tourism revenues
grew steadily, ranking first in all cities of China. In 2018, Beijing’s total tourism
revenue reached 592.12 billion yuan, reaching an increase of 8.3% from 2017, and
the total number of tourists received reached 31.093 million(Tripvivid.com, 2019).
However, public statistics show that since 2014, the growth rate of annual tourist
arrivals (domestic and abroad tourists) in Beijing has been no more than 5%, and is
in a state of low growth. Compared with other cities, the growth rate of tourism in
Beijing had slowed down noticeably. Statistics from the Beijing Municipal Bureau of
Culture and Tourism showed that the income growth of Beijing tourist attractions in
2018 was the lowest in the past decade, only 4.9%, and fell below 5% for the first
time(Figure 9).
Figure 9: Income growth of Beijing tourist attractions in 2009-2018(source: Beijing
Culture and Tourism Bureau)
Among the tourist users of tourism products in Beijing, tourists accounted for the
largest proportion, followed by business travellers. As an international city and a
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cultural exchange city between China and other foreign countries, cultural
communicators also occupy a considerable proportion. The emergence of various
new technologies and media platforms has provided new opportunities for the future
development of Beijing’s tourism industry by improving the quality of tourism
resources and enhancing the tourist experience. The data shows that 15.8% of
Beijing’s tourism consumer users are millennials(Tripvivid.com, 2019). Therefore, it
is essential to develop product innovation and marketing innovation for the new
generation of consumers.
2.2 Literature Review
This section will introduce the latest research results related to the AR project,
including the development potential of AR itself, the exploration of the combination of
AR and paper media, and the application of AR in tourism and the enhancement of
tourism experience. Due to the booming of the AR industry in the past decade, more
scholars and experts began to explore various topics related to AR. Most of the
research results discussed in this section are based on journals, articles, conference
proceedings, reports, and books from 2010 to 2019.
About the AR technology itself, it can be seen as a technology evolvement as well as
an art form in the media ecology. Some authors mainly focus on the technology side.
Gregory and Rampolla(2013) outlined and discussed unprecedented information
about augmented reality and its capabilities. Schmeil and Broll(2017) proposed the
concept of MARA, which introduced AR as a mobile application based technology
that would enjoy user acceptance. Also, Augmented Reality
Applications(UKEssays.com, 2018) pointed out that AR is a powerful technology that
will bring unprecedented advantages to early adopters. While others are mainly
focused on its media expression. Understand Augmented Reality(B.Craig., 2013)
introduced the concept of augmented reality (AR) and defined the meaning of
augmented reality as a medium, instead of technology. And Gould(2014) stated that
AR is defined as a cultural form of expression by its visual performing.
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Therefore, augmented reality is considered to be an emerging technology that
provided opportunities for industries, especially in creating the immersive experience
from users’ perception. Scholz and Smith(2016) described that augmented reality
made a unique contribution to maximizing engagement by integrating marketing
program. Another research by Chung et al. (2017) investigated the factors that affect
AR consumer satisfaction by using information system (IS) persistence, balance
theory, and post-acceptance model of rational behaviour theory (TRA). The results
showed that the perceived superiority and aesthetics of AR affect AR satisfaction in
the experience environment. In addition, Stockinger(2015) used network monitoring
to elicit consumers’ perceptions and attitudes toward AR, which demonstrated a wide
range of positive and negative perceptions that indicate consumer attitudes and
barriers. Among all, the combination of AR and tourism has truly revolutionized our
imagination. The study of İLHAN and ÇELTEK(2016) aimed to determine the
potential of AR applications within the tourism industry and identify the positive
attitudes towards AR promoting. Shabani, Munir and Hassan(2019) stated that AR is
a thriving and innovative technology that helps marketers in the hospitality and
tourism industries improve service quality and create value for consumers. At the
same time, the following articles have led the research of AR usage to the real sites.
User experience model for augmented reality applications in urban heritage tourism
(Han, tom Dieck and Jung, 2017) explored a comprehensive set of factors that
influence the travel experience of heritage destinations, which offer instructions for
industry practitioners in AR implementation. Another AR implemented investigation
for Czech Volcanic Geoheritage by Rapprich et al. in 2016 showed that the
advantage of the augmented reality solution allows users to be immersed in the
experience of geological reconstruction. More importantly, a review from Mohd,
Ismail and Halim(2015) declared that mobile augmented reality is an effective tool in
improving tourists experience at urban tourists attractions.
In the following, the brief review is given about AR print. Perey(2011), Siltanen et al.
(2017), Rocco, Werth and Loos(2014) has conducted the integration research of AR
and print media. Though readability and usability issues challenges exist, the AR will
continue contributing to the print media with its special characteristics. Few studies
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have also extended the investigation of the AR print to specific print areas. AR
Postcard: The Augmented Reality System with a Postcard(Hyunwoo et al., 2011)
created the AR postcard system to promote emotional experience for users.
Augmented media for traditional magazines(Vinh-Tiep et al., 2012) companioned AR
with traditional magazines.The New Dimension in a Calendar: The Use of Different
Senses and Augmented Reality (Olalde and Guesalaga, 2013) introduced the AR to
the calendar, which coupling the daily calendar with AR content to create new
possibilities for ordinary print.
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Chapter 3 Methodology
This chapter will demonstrate the methodology used in the research process and
practical development process of “Unfold Beijing'' augmented reality project.
As regards this multi-tasks linear project, it planned to be carried out with a
designated goal and a limited timeline which is the reason of adapting ''Waterfall
Model'' in this project. The main reason for adapting Waterfall methodology is that
this is an individual project with precise requirements and stable tasks. In addition to
this, the compact timeline and limited development scope are also accountable for
choosing this model.
The ''Waterfall Model'' was first cited formally by Winston W. Royce in 1970 as a
flawed model(En.wikipedia.org, 2019). With years of testing and refinement, this
model has been improved with some reflective process and documentation
requirements as a mature development method. In Winston's model, the
development process has been divided into six sequential phases with following
fixed order(Figure 10): requirements, design, implementation, testing, deployment
and maintenance(Lucidchart Content Team, 2017).
Figure 10: Waterfall Model diagram(source: lucidchart.com)
Compared to other development methods, waterfall methodology is suitable for the
development in this particular project for several reasons. First, due to the
simultaneous multi-platform development work, all tasks should be well-structured
and prior-prepared at the start phase, such as targeted images and application
functions. Without completing tasks in the previous stage, the work cannot be
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progressed smoothly in the next step(Bassil, 2012). Take this project as an example;
if the brochure and application design requirement has not been documented in
advance, the augmented reality function development can be repetitive and
inefficient. Some may argue that this process may lack rapid feedback and flexible
changes. While in this project, changes are predictable, and it has a rather short
workflow which enables adequate refinements in the following stages. Namely, this
project mainly focused on fixed goals and measurable progress. Each phase
becomes a connecting link between the preceding and the following, which requires
to be taken step by step.
The initial stage is ''requirement gathering and analysis''. Three detailed requirement
documents were created targeted for the brochure, the application and the
augmented reality content, respectively. With abundant research and analysis in
similar products, each document was defined with specific needs and functions.
Evident logic and understandable technology usage were established to elaborate
on the product vision. The brochure content and application functions and
augmented visual materials were determined in parallel in this stage.
The next stage is ''design''. The outlines for the project from the upper stage will be
proceeding in the design stage. From software, applicable system and building
architecture to user interfaces and user experiences, the final output of the design
stage will state the project from the technical angle(Oxagile, 2014). The design
process will be described in detail in Chapter 5.
As for the implementation stage, the visual design will be integrated with coding to
functionalize prototype. Developers will set out to execute the tasks with initial
requirements.
As long as entering the testing stage, the mission is to report issues and resolve
problems. Other than addressing the problems like application bugs, printing errors
and design flaw, testers also required to guarantee that all the final deliverables are
specified as needed(Powell-Morse, 2016). In the modified waterfall model, feedback
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could lead back from the testing stage to upper stages like design, coding or even
the requirement stage. The development cycle will continue until all bugs and errors
are revealed and fixed. In this project, user testing and interviewed-surveys applied
to locate problems that occurred in the brochure and application. All the problems
are recorded as testing results after every usability testing. The iterative
development process consistently going on until the test fails to uncover new issues.
The user testing note and problem report of user testing can be found in Chapter 7.
The final stages of the development cycle are the deployment stage and
maintenance stage. The product is ready to be released into a live environment with
persistent support and maintenance. In other words, the product has to be up to date
as well as the proper functionality. The cycle of repeatedly analysis and requirement
gathering is possibly required in future maintenance.
In general, this whole project works appropriately with the waterfall model. The
project is well-organized in every section, in spite of the design or development, with
clear deliverables and forward-looking plans(Lvivity, 2018). Whereas, this model still
has some fallbacks in practical operating. The project ignores user feedback in mid-
term development, such as the lack of scan hints, which may cause delayed
refinement in brochure printing and risky deployment.
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Chapter 4 Practical Development
4.1 Overall Project Development
At the start phase, it is crucial to formulate the ideas and have a basic concept for
the whole project. As for the “UNFOLD BEIJING” project, the idea is to enhance the
travel experience for foreign tourists in Beijing by creating an interactive AR
(augmented reality) brochure. Since it is a combination of print media and the
augmented technology, the “UNFOLD BEIJING” project can be divided into two
parts: the “Unfold Beijing” brochure and the “Unfold Beijing” augmented reality scan
application. The brochure can be more than just a travel guide after applied with the
trending AR technology and tearable postcards.
According to the theory by Soroka(2013), the first step for a new project is to define a
clear goal. As for this project, each part has been assigned with its own goal: the
brochure should be interactive, informative and implemented with recognizable
image markers; the application should be able to reveal the augmented reality
overlays and provide the users with an immersive experience, as well as make it
shareable.
Following the goal, the project enters the sketching stage. By sketching the user
interface and allocating the main features, the structure of the application becomes
clear(Gazdecki, 2016). As for the brochure, the content layout and interactive design
are more visualized through the sketching process.
The next step is to conduct research, both for the brochure and the application. The
research should include multiple aspects, such as selling point, target audiences,
competitors, industry backgrounds, market segments etc. (Blair, 2019). Without
carrying out the research above, targeted development will not be conducted
smoothly. For example, research if someone has already done something similar or
it is entirely revolutionary will ensure the project is both innovative and practical in
conducting at the same time. Collecting design inspirations for brochure layout and
application interface could lay a solid foundation in the following design process. As
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for the application, thorough research on technical requirements, building information
and standard development procedure save time from pursuing unrealistic features or
making detours.
After collecting all the useful information, the project comes to the prototyping stage.
Gazdecki(2016) suggests that by creating mock-up wireframes and
storyboards(including user navigation flows, Lo Fi-UI,etc.), you may get a better
overview of the layout and functionality of the application. Before the project goes to
the official development stage, check and reflect the backend structure is also a
significant link in the whole process. It is helpful for later development.
Then, it is the final testing stage. Great user experience can satisfy the users by
fulfilling their needs, while a user testing can ensure the application will meet users’
expectations and lead the product to a right path(Čengija, n.d.). Usability issues may
occur, then reflections and refinements will be made after testing. In this way, the
application will be continuously refined through iterative development (Williams, Yao
and Nurse, 2017), which can maximize the success of the product(Quovantis, 2017).
4.2 Design Process
4.2.1 Project identity design
Red means lotus in Chinese culture, and you can see the colour red in almost every
corner in Beijing. So I chose red to be the main colour of this project. Beijing is an
amazing city where traditional meets modern, so three different shades of red
represents three different features - traditional, modern and dynamic. Other
compatible colours were generated by Coolors(Coolors, 2018) colour generator to
match the basic design needs of the project(Figure 11).
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Figure 11: Project colour scheme
The inspiration for the logo came from the name of this project. According to the
dictionary definition(Wordnetweb.princeton.edu, 2019), “unfold” means open to the
view, or open something from a folded state. Therefore, I drafted different kinds of
shapes and tried several icon combinations that may best reveal the word “unfold”.
Figure 12: Project logo samples
At last, sample 06 outweighed others by its simple shape and clear explanation. It
included all the required elements of this project: Augmented reality scan function,
revealing brochure pages and the city Beijing.
Figure 13: ‘‘Unfold Beijing’’ Logo idea
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In all, the project design was divided into three sections: the brochure, the
application and the Augmented Reality overlay content. Every section will strictly
follow the visual consistency principle to improve the consistent user experience and
build a strong brand identity(Minhas, 2018).
4.2.2 Brochure
The priority aim of the brochure is to be interactive. Except for the interaction in the
virtual environment, the brochure should also be interactable and shareable in the
real environment. Thus, I drafted the layout of the brochure(Figure 14) and tried to
realize these functions in three ways.
Figure 14: Brochure layout drafts
The first one is the cut-out brochure cover. A well-designed cover can impress the
readers right away with an exciting reading compulsion(Thomas, n.d.). And a cut-out
cover can add more layers and excite readers to explore more about the book. For
my brochure, a semicircle cut-out cover(Figure 15) helps readers focus more on the
Beijing skyline image and increase the fun of reading.
Figure 15: Cut-out brochure cover
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The other interactive design is tearable postcards. Although digital messages have
been widely used for decades, people still love sending postcards to fulfil their
emotional needs, especially for travellers. To distinguish this brochure from other
regular postcards or handbooks, I add tearing lines in every experience page to
separate the images from the introduction as well as the DIY content area on the
reverse side(Figure 16).
Figure 16: Front side(left) and back side(right) of the postcard
Besides, taking a photo of someone holding a well-designed postcard in front of
iconic attractions is a trendy style of Instagram posting. Therefore, our postcards are
able to be more than just a traditional postcard, but also a shareable content on
social media platforms. In this case, our brochure goes beyond an informative travel
guide or a postcard collection. It is a powerful marketing tool with a combination of
both.
Introduction contents are as significant as visual contents for a city publicity
brochure. By way of reading through the book ‘‘Lonely Planet: Beijing Pocket ’’
curated by David Eimer(2016), I learned how to introduce Beijing from a foreigner’s
insight and ensured the professionalism and readability for my brochure. Based on
this book, I concluded ten essential experiences for tourists in Beijing, following with
a “Top 5” recommendation list. The 10 themes are “Ancient Temples”, “The Imperial
Splendor”, “Serene Parks”, “Modern Architecture”, “The Local Market Vibe”, “The
Historic Hutong”, “The Art Neighborhood”, “The Great Wall”, “A Foodie Heaven” and
“The Beijing Style”.(see Appendix 1 for full version of content setting)
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Apart from the above, some user-oriented design details can be found throughout
the whole brochure design.
● The binding style of the brochure is saddle stitch, which enables our users to
lay flat without pressing it during the AR scanning process.
● Before entering 10 AR content pages, there is an instruction page. By reading
this page, users will learn about this project and take action step by step.
Also, the instruction page and the back cover also provides the QR code for
users to download the AR scan application (I use app icon instead of the QR
code since it has not been uploaded to the App Store in current stage).
● Every image caption is written in both Chinese and English. For those
travellers who may intend to visit these spots, it can be useful for them to ask
ways from locals.
● In order to best implement the user-centred design principle throughout the
brochure, every AR image has a scan hint caption beside. These hints can
help our users learn about the virtual contents in advance.
4.2.3 Application
The positioning of this application is an augmented reality scan tool that served for
the brochure. After setting the scope of the application, I created a mood board on
Pinterest(Pinterest, 2019) as inspiration collections for this application. After that, I
create the user flow(Figure 17) and low-fidelity mock-ups(Figure 18) for immediate
refinement.
Figure 17: Application user flow
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Figure 18: Low-fidelity mock-ups
With some simple user testing and rapid adjustment, the project entered the
prototype stage. In this stage, the user interfaces have been polished with high-
fidelity images and icons(Figure 19). Also, the design still continued the style and
colour schemes of the brochure along with all the animated interactive buttons
imported in Principle prototype(Figure 20).
Figure 19: Hi-fi prototypes Figure 20: Principle interactive
4.2.4 AR content
Another design highlight is a fusion of Augmented reality function and print media. I
choose ten representative images for ten essential Beijing experiences. These
images are also utilized as physical triggers to activate the augmented virtual
contents. I use various types of content to improve the visual experiences for our
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users, such as 3D models, 360-degree footage, videos, animated images, audios
and links.
4.3 Development Process
There are several development platforms that currently enable augmented reality
features. Android, IOS and Unity are the most common development tools in the
current stage. Compared with Unity, Android and IOS development are too hard for
beginners, while Unity is the only platform that enables cross-platform development,
and the development process is relatively user-friendly. In this case, Unity is my final
choice.
Meanwhile, this application should complete the following tasks during the
development process:
● Required for function access permission (Camera, microphone, photo album
and notification)
● Add an initial instruction overlay before the main scan page revealed
● Trigger the camera(flip camera) on the mobile device
● Augmented reality image recognition (Card recognition)
● Be able to take pictures/record video while identifying the card
● Photos and videos can be saved to local album
● Photos and Videos can be shared to social networks
Firstly, I construct all the fundamental call-to-action features, such as page
redirections, hidden menu, permission requirement and camera access.
Nevertheless, due to the limitation of the open-source in IOS system, few functions
cannot be achieved. Thus, alternative ways have been applied to solve these
problems, which I will be demonstrated in the next chapter.
As for the augmented reality part, the development process of the AR project is
divided into stages to complete the tasks above, according to Linowes and
Babilinski(2017):
● Stage 1: Creating a new Unity AR 3D project
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● Stage 2: Inserting the user interface in new scenes with interactive buttons
● Stage 3: Adding a Vuforia AR camera to the scene with all the image targets
prepared
● Stage 4: Creating the target database and importing it into Unity
● Stage 5: Adding virtual objects into the Hierarchy and adjusting the object
scale
● Stage 6: Building and Running
4.4 Source of Vsual Content
This project contains numbers of visual contents, including a large amount of
complicated 3D models, videos and images. The final deliverables for this project are
all curated by myself; however, some of the visual contents required highly skilled
professionals, which I am not able to reach in the current stage. Thus, some original
works have been retouched, recreated and modified based on licensed sources. All
sources will be specified in the “online material sources” section for reference.
4.5 Software
● Adobe Lightroom Classic CC (Adobe, 2019)
Adobe Lightroom is the most convenient tool for photographers to retouch raw
photos. Nine original photos for 9 Beijing experiences are retouched by this
tool.
● Adobe Photoshop CC 2019 (Adobe, 2019)
Adobe Photoshop is the most powerful tool for designers and photographers
to make magical visual effects for various kinds of images. All the brochure
interface design and printing layout were conducted by Photoshop.
● Adobe Illustrator CC 2019 (Adobe, 2019)
Some specific icons in SVG format can be easily reallocated or resigned in
Adobe Illustrator, which provides great space for creations. The scan
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reminder icon (a hand holding a mobile device) and the application icon are
designed by Illustrator.
● Adobe Premiere Pro CC 2019 (Adobe, 2019)
Premiere Pro is the leading video editing software that commonly applied in
the media industry. It leverages strong video editing architectures to fulfil
innovative ideas of the video makers, such as stabilization, masking and
caption adding. The video ‘‘Peking duck’’, ‘‘Chinese Calligraphy’’ and ‘‘Best
Walks in Beijing’’ are edited in PR.
● Coolors.Co Colour Generator (Coolors, 2018)
Coolors is a website-based colour generator that provides professional colour
schemes through colour permutation and combination. People can either find
a random existed colour palette or create original colours scheme based on
your need. The ‘‘Unfold Beijing’’ colour scheme is generated by Coolors
based on three different shades of red.
● Assembly (Pixite LLC, 2019)
Graphic design applications for designers to create simple icons or logos. It
removes the barrier between elegant design and simple snaps. With a vast
shape library, people can achieve a professional output in a few minutes. The
logo prototype of ‘‘Unfold Beijing’’ project is designed by Assembly.
● PLOTAVERSE (PLOTAGRAPH, Inc, 2019)
PLOTAVERSE is an image animation application that is only available on
mobile devices. This application aims to provide professional motion
animations in an easy way. After setting anchors and masks, creators can
bring a dull and still image to life. The flowing water and the rolling cloud of
Beihai Park gif are made by PLOTAVERSE.
● Wacom (Wacom Co., Ltd., 2019)
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Wacom Pen Tablets offers professional solutions for digital painting. In this
project, the accurate pen is required in order to transfer a regular photo into a
watercolour effect painting.
● Overflow 0.11.1-rc (Protoio Inc., 2019)
Overflow is a smart design tool that can create storyboards in a very short
time. Also, the Overflow plug-in in Sketch provided a seamless design
experience.
● Sketch 53.2 (Bohemian BV, 2019)
With its power sketching and collaboration function, it has become an
industry-standard tool for the application prototype design.
● Principle 5.3 (Hooper Software LLC, 2019)
Principle is a popular choice for application designers to create their
interactive application prototype without any coding process. It visualises the
motion effect requirements and simplifies the animation process.
● Unity 2018.2.1 (Unity Technologies Inc., 2018)
Unity is a cross-platform augmented reality application development tool.
Also, Vuforia Unity package enables developers to build an augmented reality
project in a short time.
● Unity Hub 2.0.3 (Unity Technologies Inc., 2019)
To develop an Augmented Reality application, Unity Hub is the best place to
install supportive plug-ins, such as Vuforia SDK and IOS pack.
● Visual Studio 7.6.8.38 (Microsoft, 2019)
A coding tool for developers in writing code or debugs.
● Xcode 10.3 (Apple Inc., 2019)
An Essential tool and platform for IOS developers.
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● Trello 2.10.14 (Trello Inc., 2019)
Trello is a useful tool for designers to organise multi-task missions. In this
project, Trello helps a lot in moving forwards works in different sections.
● SketchUp 2019 (Trimble Inc., 2019), Maya (Autodesk Inc., 2019)& 3dsMax
(Autodesk Inc., 2019)
These three 3D modelling tools apply to all kinds of modelling tasks, from
hard to easy tasks. Since FBX format is the most common model format for
Unity 3D project, all models need to be transformed into this specific format.
Chapter 5 Problems and Analysis
5.1 Problems and Solutions
Project development is a complex process that requires passion and patience. It is
essential for involving personnel to have some fundamental knowledge of how every
link connects and how the system works, regardless of organisations or
individuals(Dzikiti, 2018). During the practical development process, problems
happened all the time. Typically, some common issues can be solved by a quick
search, while some are quite challenging. In this chapter, three main problems and
their final solutions will be listed below.
5.1.1 Photo/Video record, replay and share
In initial assumption, there supposed to be a preview page(including saving button
and sharing button) after I take a photo or video. After researching, it is almost
impossible for the IOS system to conduct such missions. For the photo function,
photos can be silently saved with a pop-up banner after the “capture” action. When
realising the video recording function, it is difficult to invoke the underlying operating
system function into our application. The main reason is that these are high-level-
permission functions, and the IOS system is not open-source for developers to
access their API. Developers can only perform by applying official developer
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documentation or using specific coding language. Therefore, I try to figure out
another way to achieve this goal. Considering that video recording can be similar to
screen recording, applying the screen recording function can be an alternative way
to solve this problem in the prototype version. According to the thinking above, I
found a few possible feasibilities to implement this function.
● ReplayKit
ReplayKit is an IOS-system-exclusive framework made by Apple that supports
the screen recording function. ReplayKit provides a fully functional interface
for users or players to edit or make their video clips. Following the Unity
documentation description(Docs.unity3d.com, 2019), the running and testing
results showed that this kit is not fully compatible, and bugs revealed all the
time. Though possible solutions are available in some developer communities,
they appear to be extremely complicated for beginners. So this solution goes
to a dead-end.
● ShareREC IOS
ShareREC is a video sharing plug-in created by MobTech. It enables built-in
video recording and sharing function in both android and IOS. After applying
ShareRec package in Unity, the project works fine. However, it displayed
errors when building in Xcode. Some developers online had also reported the
same problem, but unfortunately, there is no feasible way to solve that. This
method is passed out as well.
● EveryPlay Demo
EveryPlay is another tool to record replays and share content on social media
platforms. Despite its restriction in customisation, it is still powerful in other
aspects. Github contributors released this demo with detailed documentation,
which can be such a relief in the developing process. Through unremitting
efforts, EveryPlay finally works successfully both in Unity and Xcode. Except
for the no-hidden user interface in screen recording, the overall EverPlay
testing result is satisfying.
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5.1.2 360-degree video
To enrich the multi-media experiences for the users, I choose to create a 360-degree
panorama for the great wall video. The 360-degree video can be easily obtained by
simply exporting VR video in Adobe Premiere Pro; however, it is still not clear how
the 360-degree effect can be made in Unity. From online tutorials, some developers
try to use the gyroscope to play the 360-degree video on android phones. Though
possible in theory, it is still complicated for IOS system to activate the gyroscope in
practical development. Compared to gyroscope-control, swipe-control is more
feasible for this specific occasion. Another problem is that we need to know how to
add this particular type of video into the application. As Vecchioli demonstrated in
her tutorial in 2017, a spherical screen needs to be created to project the 360-degree
video and viewers will be located in the sphere centre. In this case, viewers can
swipe left and right to watch the video in every direction. Throughout the process, the
key point is to flip the sphere’s normal. This step enables viewers to see the sphere
from the inside instead of the outside. Once reversed the normal, the video can be
dragged to the sphere and ready to play.
5.1.3 Video playing problem
In the real mobile testing stage, three videos cannot be viewed in the AR camera,
whereas the background sounds are normal. The first thought was that the video
player might not work correctly, so a thorough check was conducted. Strangely, the
video player worked fine in the Unity testing. After researching, one of the posts from
Stackoverfolw suggests that the device setting is not compatible with Unity
setting(Jacqueline, 2018). Tried every version, but none of them works. A white or
black square still replaced the video. Finally, after transformed all the video into MOV
format through Quicktime(a multi-media framework developed by Apple), where
videos will be re-encoded. Surprisingly, all the videos worked well immediately.
5.2 Learnings
The problem-solving process is a comprehensive use of cognitive strategy, practical
experiences and knowledge. Problems may vary from time to time; the rules of
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addressing problems can be similar. In this specific project, strategic thinking skills
may help in analysing each problem from different perspectives. Information
gathering skills also makes a great contribution to finding every potential pathway by
broadening thinking.
5.3 Industry Feedback
In order to learn more from the industry, feedback from the Beijing tourism industry is
necessary for us to learn more critical insight. Zhangnan is the manager of Citywalk
Group in Qyer company, one of the most professional travel community in China.
She is expert in tourism marketing and tourism planning. When mentioned about this
project, she showed great interest in this whole concept and replied with her
comment(Appendix 2). She first compliments the idea and practical design, “Even if
tourists do not regard it as an AR travel guide, they may still consider it to be an art
collection since the whole design is tourist-centred”, which can be a massive relief.
As a marketer, she also illustrated the great potential and demand of this concept,
“For millennials, this kind of tryout can be powerful since they tend to be more
interested”. Apart from that, some advice is given to encourage to carry further with
this project from the marketing angle. She advised me to cooperate with Beijing
Tourism Commission or leadership travel company like the Lonely Planet. She
thought that the platform above might provide more possibilities and opportunities to
achieve my goal. Useful suggestions can be adopted to create real business value.
5.4 Testing and Evaluation
5.4.1 User Testing
In order to detect the design flaw and learn about real user experiences, user testing
is an essential step to be taken by designers and developers. The main goal of user
testing is to confirm or reestablish the requirements and expectations from the end-
users with their objective and independent views(En.wikipedia.org, 2019).
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As for this project, the choice of user testing method has its particularity. Since the
application is an IOS-based only mobile application, real obstacles exist in
downloading and setting this application prototype. That is, this application can only
be tested on a particular iPhone that has been pre-installed the testing version.
Unlike other mobile applications, augmented reality scan application is highly
connected with physical printed products. It has no meaning if the test cuts the
internal interactions between these two parts. Thus, testing has to involve the
physical brochure to uncover the interactive issues between the brochure and the
application. Considering the above factors, the moderated usability test method is
adopted for this project.
Moderated usability testing is a procedure of tracking a live user in person to find out
if the application is operational and obtain instant feedback (Babich, 2017). It also
offers more insights by observing body gestures and exchange language
communications from the participants. For example, some users might not be good
at expressing their real thoughts actively, so questions like “how do you feel about
this/that function?” can further the investigation in user experiences. When faced
with some usability problems, proper assistance from on-site moderators can keep
the testing going as usual. More questions can be raised to find out what caused the
confusions along with possible solutions(Balaguer, 2018).
For “Unfold Beijing” project, five testers participated in the usability test in Beijing due
to the specific project background. The recruiting modes consist of on-site
volunteering and friend volunteering. On-site volunteering testing is performed in the
Temple of Heaven park area(one of the most-visited tourist attractions by
foreigners), including an incentivising system to recruit more qualified testers.
Friend-volunteering testing is performed in the designated location per their
conveniences. These participants all required the following prerequisites(see the
user testing poster in Appendix 3): able to operate the application on iPhone,
understand English and willing to give feedback. After briefing the project with
participants, the usability test entered the formal testing stage. In this period of time,
moderators took notes and in charge of proceeding the tasks. Casual conversations
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and purposive debriefing about the project may help participants to relax and give
more useful insights. Afterwards, testers also required to take an interview survey
with six questions after finishing the usability test. The purpose is to probe their
frustrations and dig up more information through experience.
In the user testing process, participants uncovered many problems as well as
providing effective feedback both for brochure and application. A user testing
concluding note is created to serve further refinement(Appendix 4). See an example
below:
● Problem/Feedback: When it comes to the cinematographic footage or the
sound effect, users need some time to react, and some of them may get
confused about what is going on.
● Solution: Add a scan hint on each page to excite users in exploring
augmented content.
By sorting out problems in the user testing note, the resolution scheme will be
implemented before the final release and the user experience will be improved
significantly.
5.4.2 Survey Result
Evaluating and revising through testing is always a priority, not only for application
development but also for the whole interactive design project. “Unfold Beijing” project
is a fresh attempt to integrate augmented reality technology into tourist travel
experiences. To best learn about people’s thought over this temptation, a personal
interview survey was done after the usability testing. Unlike the online survey or
questionnaire survey, this kind of face-to-face survey can directly reveal the opinion
of the screened users as well as reflect their attitude towards the project. So, the
testing result can be more targeted and trustworthy.
As Sincero suggested in her article(Sincero, n.d.), the open-ended survey questions
are more tolerated by interviewees since this format of questions gives users free
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spaces to share and talk. Thus, the survey questions here commonly start with “How
do you think of .....” and “what do you like....” that are more likely to respond with
divergent opinions. Moreover, the face-to-face interview has its natural advantage in
sharing long answers orally, because people tend to readily express thoughts if they
are faced with a real product and a real interviewer that they can touch and talk to.
Based on the above considerations, the interview contained seven open-ended
questions, and every survey has been live recorded and reorganised into written
documentation(Appendix 5). The final result is also based on the feedback of five
interviewed users.
In order to reveal the interviewers' real attitudes towards this project, one of the
questions asked the respondents if they think it is useful to have this brochure when
visiting Beijing. The answers are mostly supportive, for instance, Lenna thought that
the brochure content fully covered every aspect of Beijing, and the whole design is
genuinely appealing to the first-time visitor like her. Kenny also considers it to be a
memorable collection in his Beijing journey and excitedly waiting for the application
to be officially published. As for other respondents, they even provide some
constructive suggestions. Steven commented, quoting his own words, “it is really
cool to see such thing both playful and informative. As for photographers like me, an
explore section for best shooting places could be more attractive.” This insight can
be beneficial for designers to create a more user-centred content collection based on
some unexpected but rational user demanding. Another feedback given by Field
indicated that Beijing should not be the only city to have this fresh concept, but all
the tourism city should apply for this augmented tourists solution. It uniquely
reflected the potential business value in this project to some extent.
Chapter 6 Conclusion
6.1 Project Context and Review
AR technology applies virtual information to the real world with computer and
visualisation technology, so that the real environment and virtual objects are
superimposed on the same image in real-time. Although there are disadvantages in
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augmented reality technology, numbers of research and analysis show that it has
bright prospects. Compared with virtual reality experience, augmented reality
experience is not as highly immersive, but it has high popularity among ordinary
users. At the same time, the launch of ARKit and ARCore in development platform
technically realises the combination of augmented reality and smart mobile devices.
In the future, people can interact with the system through more natural human-
computer interaction. In the future, augmented reality technology will significantly
change human life. It is an inevitable trend in technology development.
As for tourism, innovative technologies have made significant progress in tourism
services. AR is a thriving and innovative technology that helps marketers in the
tourism industries improve service quality and create value for consumers. The use
of AR in tourism has exceeded consumer expectations and satisfaction, creating an
unforgettable experience. The application of augmented reality technology makes
the travel experience more convenient, comfortable and intelligent. Therefore, for
urban tourism, AR is one of the most effective tools to enhance the tourism
experience.
6.2 Future Work
6.2.1 Tourism industry
As far as the current situation is concerned, AR is still a relatively new technology,
and there are still many constraints in actual use:
1. The product user experience is not good enough.
2. AR travel use scenarios are limited to achieve its potential user value
3. Lack of valuable applications and quality content
4. AR is a new three-dimensional human-computer interaction technology, which
can be different from the former interaction method. It will take a long time for
the entire industry to cultivate user habits.
Also, the marketing strategy should be considered in the next implementation stage.
Since it is a highly industrial-related project, it is possible to launch a marketing
campaign.
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6.2.2 Practical improvement
In practical development, many functions and designs have not reached their
perfectness. In terms of design, although the details of the brochure show
interactivity, the overall interactive experience is not as high as expected. For
example, the design of the cover does not show the 3D effect very well, resulting in
insufficient user appeal. In addition, the content setting of 10 essential experiences is
too similar, which is easy for users to experience aesthetic fatigue. In the aspect of
application development, due to technical limitations, the final presentation tends to
be a content display instead of a content interaction. The limited visual effects may
not satisfy the user experience in the long term. Apart from traditional audio, video,
animations and annotations, interactive games should be applied into the overlay of
the printed brochure.
6.3 Summary
In summary, AR technology realises the innovation of experience content, interaction
mode and communication effect. As a user, AR augmented reality technology makes
tourists no longer passively reading and passively telling the steps and processes of
tourism. Instead, it encourages visitors to experience, experience and participate in
tourism activities. It redefines the way of tourism and enhances it. The combination
of AR and the travel brochure has also changed the way traditional paper media
information is obtained. Undoubtedly, in the future, the value of AR technology in
practical applications and the role of travel will not be limited to the above concepts.
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Chapter 7 References
7.1 Bibliography
Azuma, R. (1997). A Survey of Augmented Reality. Presence: Teleoperators and
Virtual Environments, 6(4), pp.355-385.
B.Craig., A. (2013). Understanding Augmented Reality. Morgan Kaufmann
Publishers.
Babich, N. (2017). The Top 5 User Testing Methods | Adobe Blog. [online] Adobe
Blog. Available at: https://theblog.adobe.com/the-top-5-user-testing-methods/
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7.2 Online Material an sources
• App
Camera+Microphone+Photo album+Notification Icon:
https://elements.envato.com/130-ios-line-icons-WP9XNS
• Brochure
Beijing Skyline Illustration: https://www.dreamstime.com/beijing-skyline-
monochrome-silhouette-beijing-skyline-monochrome-silhouette-vector-illustration-
image112370289
Beijing Map Illustration:
https://www.shutterstock.com/zh/image-vector/beijing-vector-city-street-map-
584359972?src=library&studio=1
CCTV Building Photo:
https://unsplash.com/search/photos/beijing-
cctv?utm_source=unsplash&utm_medium=referral&utm_content=creditCopyText
Beijing Duck Photo Ori:
https://www.shutterstock.com/zh/image-photo/peking-duck-bamboo-steamer-served-
fresh-649562131
Panjiayuan Photo:
https://www.shutterstock.com/zh/image-photo/beijing-china-april-15-2017-various-
639906616
Writing Fu:
https://www.shutterstock.com/zh/image-photo/chinese-new-year-character-fu-
blessing-1280785186
Hutong:
https://www.shutterstock.com/zh/image-photo/beijing-china-march-12-2016-old-
1117501670
• AR Content:
Temple of Heaven 3D Model Base
https://www.cgmodel.com/model-177484.html
Forbidden City 3D Model
54
https://www.cgtrader.com/3d-models/architectural/other/forbiden-city
Hutong 3D Model
https://www.cgtrader.com/3d-models/architectural/street/siheyuan
CCTV Tower 3D Model
https://www.cgtrader.com/3d-models/exterior/skyscraper/cctv-main-building
Writing Fu Video
https://www.shutterstock.com/zh/video/clip-16543357-handwriting-chinese-
characters-which-mean-%22fortune%22-ink
The Great Wall
https://www.cgtrader.com/3d-models/exterior/landmark/great-wall-of-china--2
•Development References
Everyplay SDK
https://github.com/Everyplay/everyplay-ios-sdk
360-degree video in Unity
https://www.freecodecamp.org/news/how-to-make-a-360-vr-app-with-unity-
51cbe41ad8f1/
https://developer.vuforia.com/forum/digital-eyewear/create-360-degree-panorama
https://www.youtube.com/watch?v=2SdeADt7Od0
https://developer.vuforia.com/forum/unity/help-needed-image-target-360-video-
gyroscope
Video cannot play only sound with white/black square
https://developer.vuforia.com/forum/ios/videoplayback-remote-video
User Testing
https://measuringu.com/20-usability-tips/
https://usabilitygeek.com/usability-testing-mobile-applications/
https://www.invisionapp.com/inside-design/ux-usability-research-testing/
https://usabilityhour.com/start-user-testing/
https://qubstudio.com/blog/how-to-do-usability-testing-for-mobile-application/
https://careerfoundry.com/en/blog/ux-design/how-to-write-usability-testing-questions/
55
Appendices
Appendix 1: Brochure Content Setting
01 Ancient Temples - Experience inner peace in a Chinese way
THE TEMPLE OF HEAVEN
There are countless temples all over Beijing, each with its own unique style. They
represent the pinnacle of Chinese culture. Once you step into one of these temples,
you’ll suddenly find yourself transported to a different world. While you’re visiting,
don’t forget to make a wish! It might just come true.
Top 5 Temples
• Temple of Heaven
• Lama Temple
• Fa Yuan Temple
• Miao Ying Temple White Dagoba
• White Cloud Temple
02 The Imperial Splendor - Trace the imperial roots of Beijing
THE FORBIDDEN CITY
Although Beijing today is a modern city complete with skyscrapers and fancy
buildings, it is still very much tied to its ancient roots. Amid the gleaming glass
towers, you’ll find the Forbidden City at the centre of Beijing. Here’s a tip: If you
climb up to the top of Jingshan mountain you’ll get a bird’s eye view of the Forbidden
City as well as all of Beijing.
Top 5 Imperial Sites
• Forbidden City
• Summer Palace
• The Confucius Temple
• Prince Gong’s Residence
• Old Summer Palace
03 Serene Parks - Sanctuary to escape the city hustle
56
BEIHAI PARK
Beijing’s numerous parks provide people here with a quiet, peaceful place to escape
the hustle of the sprawling city. From dawn to dusk, you can find locals here relaxing.
They may be playing Taichi, jogging, or even rowing a boat in the middle of the lake.
After all, they are not just recreational places; they are also important heritages sites.
Top 5 Parks
• Beihai Park
• Jinshan Park
• Fragrant Hill Park
• Temple of Heaven Park
• Temple of the Sun
04 Modern Architecture - New blood in the ancient city
CCTV HEADQUARTERS
Ancient. Modern. Beijing has it all from ancient temples and palaces to towering
skyscrapers and beautiful modern buildings. Local people love to give these modern
buildings cute nicknames. For example, the CCTV headquarters is commonly known
as “The Big Underpants”. And the Galaxy SOHO has been given the nickname “the
alien warship”. In just a few minutes walk, you can see anything from ancient
wonders to futuristic edifices.
Top 5 Must-see Buildings
• CCTV Building
• National Centre for the Performing Arts
• Galaxy SOHO
• Wangjing SOHO
• Z15 Tower
05 The Local Market Vibe - The joy of exploring and bargaining
PANJIAYUAN MARKET
Markets in Beijing provide visitors with almost anything you could imagine. From
high-tech gadgets to handwoven silk and antiques, the choices are endless at
57
Beijing’s markets. Spend a day checking out the numerous markets all around
Beijing, each with its own unique feel. Shop ‘til you drop!
Top 5 Local Markets
• Panjianyuan Antique Market
• Sanlitun Yashow Clothing Market
• Silk Market
• Maliandao Tea Market
• Sanyuanli Market
06 The Historic Hutong - Wander unique lanes that tell stones of the past
HUTONGS
Hutongs are a distinct kind of alleyway unique to Beijing that cut across the city. If
the ancient palaces and modern buildings make up the skeleton of Beijing, the
hutongs are the veins that flow through the city. Although the city may look old and
traditional, they are still home to almost 20% of all residents in Beijing. Try to
immerse yourself in the hutong lifestyle. It’s an experience you’ll never forget.
5 Best Historic Hutong
• Guozijian Street
• Mao’er Hutong
• Wudaoying Hutong
• Nanluogu Alley
• Dashilar
07 The Art Neighborhood - Immerse yourself in inspiration
CHINESE CALLIGRAPHY ‘FU’ - FORTUNE
Beijing is not only the political centre of China but also the cultural capital. There are
numerous museums and galleries, as well as hundreds of theatres and shows for
you to experience. If you really want to get a feel for the rich culture of Beijing, try
finding a small workshop to learn some traditional Chinese arts, such as calligraphy
or paper cutting. It’s never too late to try!
Top 5 Best Cultural Experiences
• Tianqiao Acrobatics Theatre
58
• Chinese Calligraphy Writing
• Painting a Rabbit in Old Beijing Tu’erye
• Chinese Paper Cutting
• Square Dacing
08 The Great Wall - Meet the eternal miracle
The Great Wall
The Great Wall is, without a doubt, the most famous tourist sight in China. It has
dozens of sections that stretch across 17 provinces, each with its own distinct
characteristic. As the old proverb says, ‘One who fails to reach the Great Wall is not
a hero. ’ So the question is not whether you should see it, it’s which part of the Great
Wall you should visit.
09 A Foodie Heaven - Never too late to try
The Peking Duck
You may have heard that Chinese people have an absolute obsession for food.
You’ll definitely see (or taste) why while you’re in Beijing. With over 60,000
restaurants and countless places to eat street food, you should prepare both your
stomach as well as your wallet. One of the must-try dishes in Beijing is Peking Duck,
the most iconic and famous Beijing delicacy.
Top 5 Must-Try Dishes
• Peking Duck
• Dumplings and Baozi
• Beijing/Sichuan Hotpot
• Noodles
• Chinese Barbecue
10 The Beijing Style - Explore the city like a local
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Appendix 4: User Testing Note
Testing 01:
•3 videos cannot be loaded and played. Only the background sound with a white
square on the screen.
•The navigation buttons look strange on the top right corner and hard to be noticed
by users.All navigation buttons should be moved to the bottom left, above the
horizontal lines of PHOTO and VIDEO.
•Wrong screen resolution result to white gap on both sides of the screen.
•The navigation button cover the close button on the Great Wall Page. And the
duration time of pop-up hint need to be extended for users to finish reading, at least
2s before disappearing.
•In the Settings page, the sound switch has the right style. On the right, the button is
red; On the right when off, the inside of the button is white.
Testing 02:
• The camera is already on when the permission require page showing. If accidently
scan a page with sound, it will be played before you see the image.
•The duration time of “photo saved to album" pop-up hint after taking a photo is too
short, too small, and the position is too low. It should be above the 'PHOTO' button.
•Video only records the screen. When playing back, all the things that were on the
screen when recording will appear on the screen.
• The UI position of playback interface is completely wrong. Play back the progress
bar because it's too low to drag at all.
•After clicking share button, the background of the system sharing interface triggered
by share is not to play back the video interface, but to skip the scanning interface.
•Vuforia watermark
•3 video (Beihai, Fu, roast duck) cannot be played, and only background sound with
black square.
•The navigation button can only jump to a large map area on Google map, not an
exact location on the map.
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Problems-and-solutions:
•People tend to focus more on the AR visual content with little intension in taking a
picture or recording a video. The AR contents completely take away all the eyesight
from the user. They do not pay enough attention to the brochure. --- brochure will be
obtained first in the actual situation
•When it comes to the cinematographic footage or the sound effect, users need
some time to react, and some may get confused about what is going on.---- put a
scan hint on every page to provide detailed instructions
•They don't have enough patience to watch a 2 mins video with their hand holding
the phone above the brochure. --- shorten the time of the video
• The content of the Panjiayuan Market Page is the same with the CCTV Page---
rewrite the content
APP BUG:
• Users cannot find the close button for the 360 videos because it is white and
overlap with the light part of the video. ----- change the color of the icon and add
color to fill √
• The 360 video close button does not hide when the app opens for the first time.
Only if you scan the Great Wall AR content and close it, all the other functions will
work properly. --- hide the button in unity√
• The UX of the Great Wall Page. Do not close automatically. Or they try to swipe up
and down, and the app does not respond.------ √
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Appendix 5: Interview Survey
Testers:
Steven Media Industry Employee
Field Rugby Coach
Lenna
Kenny
Rui Student
Survey Note
1. How do you think of the user interface design? (Color/Layout)
• It's nice. Have no complaints about this.
• Barely notice. I focus more on all the AR contents.
•I like the color.
• Simple and clear.
2. How easy is our application to use? Is there something that may confuse you?
• The buttons at the top are a little bit hard to see because of the colour (white).
• The navigation button is easy to be ignored because our users don't know what
was for. Maybe we should add a tag to explain what it for or add a hint overlay to
show its function.
• The AR scan is really responsive.
• There should be some hints on each page to let our users know the effect they are
going to see. For example 'Scan to see....../ Scan to watch...../Swipe to watch....' It
could be more precise.
• Some users think that all contents should be all put on the phone.
Or they have to look at the phone and look away from the phone to read the
brochure. They only want to focus on one thing in two, the app or the brochure.
• It's simple and easy to use. Hardly need to adapt and learn how to use.
3. What function in this application do you like most?
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• Steven likes the details of the AR content. If it were not that detailed, would not find
it so appealing.
• Take the Forbidden city Model as an example; Since there are lots of parts in the
palace, maybe we could add some pop-up explanation tags to show the name of
each building and give a brief intro to make it more attractive to watch. For
foreigners, they may not know which side is the front, and the tags may make it
easier to comprehend.
• I like the 360 Panorama of the Great Wall. It's quite magnificent.
• Really like the Fu Page. Caz the animation is so cool that fits so well with the
image.
4. What do you like least about this?
• For the Panjiayuan Market Page, the ambience could be a little bit dull. Maybe we
should add more animations.
• The last page is too long and too dull. I do not have enough patience. Show some
brevity.
• The ambience of the Panjiayuan Market is not that straight forward enough. I don't
get it. Maybe you should give me a hint.
5. Do you think it would be useful if you could get a brochure like this while you were
visiting Beijing?
•It is truly appealing to us, especially since it almost covered every aspect of Beijing.
• It would be cool. But if it is a tourist brochure, it should be more informational.
Users may not know how much information I could get from it. Maybe a function
called 'Explore More'.
• It could organize more differently. If it has different places to take photos on the
Explore Page, it would be more attractive to tourists.
• For sure. Maybe you can collaborate with the lonely planet. AR Lonely Planet
sounds even more attractive.
• It’s cool and I’ll keep it. It’ s really memorable. Wait for your app to be published.
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6. How likely is it that you could recommend this brochure and application to your
friend who wants to visit Beijing?
• Definitely would recommend. Some of them think that every city should have one of
this brochure but not only for Beijing.
• 70%. This brochure does not provide enough information that I want.
• So cool.
• 100% recommend. Gonna take a photo of it.
• I like the post card setting, it is really a wonderful idea to create some thing both
playful and informative