The Öresund Walk

Applying AR technology for environmental education about marine ecosystems.

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Time

8 weeks, 2020

Role

Research
Concept development
Prototyping
Testing

Tools

Figma
Wikitude
MixPad

Individual project

Overview

The Öresund Walk is a mobile mixed reality tour that helps people to learn about and interact with the history and marine environments of the Öresund strait. By following the narrative, users move across three locations, investigating the past, present, and possible futures of the Öresund strait.

The primary goal of this project is to apply interactive technologies to build familiarity with the local marine life and history, encouraging more sustainable practices in the future.

Background

Marine ecosystems face multiple issues such as pollution, climate change, invasive species. Building knowledge on environmental problems is the first step to tackle them. But, dealing with marine environments means addressing hidden and, in some sense, invisible things. Perhaps, interactive technologies such as Augmented Reality (AR) might help uncover things hidden under the water and contribute to environmental education.

Design process

01 Discover

Research into AR and marine sustainability issues. Interviews with three experts that helped to reframe the understanding of a problem.

02 Define

Fieldwork in Öresund area, ideation and concept development.

03 Develop

Digital prototyping, on-site user testing and feedback from specialists.

04 Deliver

Material production, final design updates and direction for future work.

Fieldwork in Öresund area​​

The guidance of experts in interactive technologies and oceanography helped to narrow the scope to the site-specific AR tour about the Öresund strait — a strait situated between Denmark and Sweden.

Observations and mapping

As a result of day-long observations, I specified three interest areas demonstrated in the images and mapped their affordances.
Viewpoint to the Öresund bridge near the parking lot. // Red on the map.
Viewpoint with binoculars and a picnic spot near the bridge. // Blue.
Space under the bridge. // Yellow.
Map of the area with three interest points.

Guest visit to the Marine Educational Center

The Marine Educational Center in Malmö was a great source of information about the specificity of the local marine environment in the Öresund strait — typical species, environmental conditions, human impact and how the situation was changing through time.
The mussel aquarium.
One of the discoveries — the area around the Öresund Bridge has one of Europe’s largest mussel beds.
ideation

Developing a structure

The use of mind-mapping sessions with peers and brainstorming helped to outline several variants of structure and document ideas about topics, interactions, and potential applications of AR. Further, these drafts were transformed into a more detailed scenario of the tour.

Sketches of the storyboard.
The final structure consists of three main parts with a set of specifications for prospective development. The structure is based on time — past, present, and future. Each time is linked with a particular interest point and a set of topics.
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A structure outlines three main parts of a tour and specifies the content user sees, hears or interacts with.

Prototyping

The prototype of a smartphone app was made in Figma based on early sketches. The first user flow included only one segment of the tour in order to test and evaluate it with users. In favour of quickly building a testable version, the AR feature on this stage was a visual representation without actual implementation.
Key screens of the first part of the tour.
For the narrative, I used the content based on information about Öresund strait from Marine Education Center. The audio consisted of a narrator’s voice generated with the text-to-speech app NaturalReader and background sound effects.
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Audion tracks in Mixpad app — voice narrative, background music and sound effects.

An overview of several platforms for AR creation, like Argon, Unity and Wikitude helped to outline advantages and limitations of particular platforms and revealed some potential technical directions. As an experiment, I made a simple image augmentation in Wikitude.

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Creating AR based on a marker in Wikitude. In this case, painting is a marker that triggers a photo to appear on the screen when the user points a camera on it.
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View through the smartphone camera. The painting (a trigger) is a real object, and the photo is digital.

User testing

On-site trial

The prototype was tested on-site with three design students. During the testing, participants were guided by the audio narrative in headphones while using a smartphone app prototype.
Usability testing at the first location.
Overview of the second location next to the bridge.

“A new way of getting information. I felt very engaged with the environment.”

“I like that it makes you look at a specific point. Makes you notice details.”

“I think what makes it strong is the combination of both the visual and the audio.”

“If it were just an audio guide, I would be easily bored. But, when I am interacting with the environment, it keeps me excited.”

Feedback from specialists

A full tour was demonstrated via Zoom to three specialists working in the environmental field. As potential stakeholders, they reflected how the design may affect nature guides. One of them remarked it can be very interesting to have digital support as a natural guide, especially while working with kids and teenagers.

“I think with the approach that you are proposing – to be in the place and connect with the place — I like it.”

“With this kind of application, you are creating a richer place, with more interest.”

Design Outcome

The Öresund Walk

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A user interacting with the prototype.

The final concept is a mobile mixed reality tour that helps users to learn about and interact with the history and marine environments of the Öresund strait. By following the narrative, users move across three locations investigating past, present and possible futures of the Öresund strait.

Journey overview. The tour consists of three main parts based on time — past, present, and future. Each time is linked with a particular interest point and a topic.

Personal narrative

The story unfolds through the narrative told by Sharon — an artificial intelligence that provides an entertaining non-human perspective. The name of the narrator was added, based on the users’ questions regarding her identity.
Subtitles make the tour available to people with hearing impairments and those who simply do not like wearing headphones.

AR as an extra dimension

Along the way, AR elements help to look through time to discover the before-bridge era and observe marine organisms living on the bridge pillars deep under the water. AR elements are represented in two visual scenes: augmented panoramic view on the Öresund and AR of blue mussels.

AR of the mussel shell.
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AR of blue mussels augmenting the wall of the bridge and AR of the mussel shell triggered by a tap on the screen.

Technical considerations

Prototype properties are pointing to the use of Unity or a similar platform for further development. Also, the app must be available offline and off-site to avoid problems with a signal at the location and make the tour more convenient for a remote overview.

Future Steps

Practically, next steps for the project would be a collaboration with stakeholders, the development of a fully-functioning prototype and the next rounds of user testing. Conceptually, a meaningful direction for growth might be a platform for user collaboration and engagement after the tour.

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