This week I am focusing on the user experience of all the interactions user will have, starting with laying out the task flows to get an idea of how many steps each feature/interaction takes, and see if there is room for non-linearity and simplicity. Coming soon are the user flows (non-linear) so I can identify any potential dead ends or pain points for users, and I can address them in time.
I will also continue working on the internal machine parts and rotations, and will decide which parts will have the hover interaction so user learns about them. Of course the main gears, the governor and the handles that directly interact with the turntable above. I also have to make an inverted version of the "go inside gramophone" button so symbolize the exit or "go outside" UI button.
Additionally, my search for recording studio assets continue, as well as music store assets - they do not have to be exactly art deco, since it will take me too long to constantly look for exact assets, but as close to the main idea I can get as possible, will do.








UI Overhaul
This week marked significant progress in my VR capstone project as I focused on enhancing the user interface (UI) by giving an art deco makeover to the 3D assets. The meticulous attention to detail extended to creating a new icon for the "going outside gramophone" feature. This visual overhaul aimed to immerse users in a more aesthetically pleasing and historically accurate environment.
I need to emphasize that most of the learning experience takes place in a fictional "main hub" that features a rounded rotating platform, and is surrounded by Art Deco artifacts colors, etc. It's not necessarily based on any place from 1920s, 1930s, etc. As this experience is mainly a LEARNING experience, not a videogame, a film, or anything like that.
One notable achievement was the assembly of assets for various stations within the virtual reality experience. This involved careful curation of elements to ensure a cohesive and engaging atmosphere. Additionally, I addressed a crucial aspect by fixing the script responsible for handling different conditions and rotations, ensuring a seamless user interaction.

BEFORE:

AFTER




The main hub as seen from above.

The main hub as seen from above.

The main hub as seen from above (yes I am aware of the alignment issues of the gold statues...I will fix that, I promise.)
The main hub as seen from above, There are a total of (4) four stations, the user stacks their knowledge of each important aspect of the gramophone, starting with watching a short overview video, followed by learning about record types, speeds and formats, then learning setup for music playback, then seeing different versions of the gramophone in the market (plus transition to music store ideally), and then finally the station that showcases the big horn and how performers assembled around it to record acoustically (transitions to full recording studio ideally). After that, I can either take user to a new scene, show them a last video, or any other form of wrap and then they go into the middle section for the credits scene). - for this last part IF, and only IF I have time (I'm a masoquist lol) I want to do a smash bros-inspired credits scene, where users can click on each credit text to get a "point" to incentivize them to watch til the end, and that's all.

The main hub as seen from above.
An [OPTIONAL] yet enriching addition to the project was the inclusion of portraits featuring famous historical figures from the early 1900s. These personalities, spanning musicians, composers, and actors, serve as captivating decorations on the backdrop. The intention is to encourage users to explore (Rotate 360, not physically move) and appreciate the rich historical context, adding depth to the overall experience.


However, several challenges still persist in the development process. The interior of the gramophone needs completion, and intricacies arise in synchronizing the rotation of each gear alongside the governor. The resource constraints necessitate creating 3D models from scratch, presenting a time-consuming but cost-effective solution.
One hurdle is the inclusion of animated orchestra performers for the recording studio scene. Funding constraints and a scarcity of readily available assets add complexity to this aspect, prompting consideration for scene alterations or alternative solutions.
As for the recording studio scene set in the 1920s, a suitable asset library appears elusive. The scarcity of such assets poses a challenge, requiring creative problem-solving to maintain historical accuracy within the limitations of available resources.
Looking ahead, the action items for the next week include continuing the interior design of the gramophone, optimizing and cleaning up asset files to manage growing file size, and ongoing debugging, deployment, and testing to ensure optimal performance on VR headsets. Simultaneously, assessing the user experience (UX) remains crucial to strike a balance between a steady learning pace and avoiding any rushed or dead-end experiences for users. These action items collectively contribute to the iterative development process, ensuring a refined and enjoyable VR experience.
Action Items For Next Week (W4):
Action Item: Continue internal machine parts, work on UI panels and content for each part. Try to work on the local rotation of the governor pieces ( still not working).
Status: (IN PROGRESS)
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Action Item: Continue trying to find 3D assets and start building the music store. Should be mainly shelves, and antique furniture, etc. and some people workers, UI panels, and narrated sound clips explaining things.
Status: (MOVED TO ANOTHER WEEK)
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Action Item: Continue trying to find 3D assets and start building the music recording studio. Should be mainly shelves, and antique furniture, etc. and some people workers, UI panels, and narrated sound clips explaining things.
Status: (BEHIND)
