Bachelor of Design (Honours) in Creative Media
Taylor's University
Minor Project-Compilation & Reflection
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MINOR PROJECT
Friday,July. 25 .2025
21.04.2025 - 27.07.2025 | Week 1 - Week 14
NIE WEIQIU /0360239/
Design principles/Bachelor of Design in Creative Media
INSTRUCTIONS
PROJECT
In the first week, we divided into groups and began to understand the content of our project. We were working on a healing VR meditation project, "WayangMind". First, we collected information to understand what types of products there were, including software, websites, etc., as well as data on the number of people who needed such products.
Then we started to create user portraits. Since our target group is students, the user portraits are positioned on students. Later, we started our preliminary preparations for job hunting, started to create interview questions, and collected data.
I participated in the question interview and asked friends around me about their thoughts on facing stress.
Later we went to the company to visit the products and experience them, which was of greater help to us in our project.
Then we started preparing our early visual references and mood boards for our first presentation.
I was responsible for producing the visual reference for the group. The group voted and chose the style that suited us best, and organized the content.
Later, our team began to discuss the specific content of this project, including software, style, VR and space content. I am mainly responsible for producing Teaser Animation Video, Animation Video, and Walkthrough Video.
After receiving feedback from the teacher, we unified the style and started to produce content. After the rest of the group created the logo and IP image, I started to make the video.
I started making videos with AE
ae
Assigning tasks
Teaser Animation Video
Animation Video
Walkthrough Video
Start up page - tutorial guide walkthrough animation
Final Show
LOGO
jellyfish
Instagram Collateral
Aroma Sticker
App Prototype
Package A
Individual Pod
Package B
Individual VR Room Mock Up
FEEDBACK
WEEK 7
Mr Mike suggested that we look for a mood board that is younger, more fashionable and creative. It should not give people the impression of a traditional design.
WEEK 10
Mr. Mike reviewed the slides and suggested that we could introduce the content quickly and briefly. The most important thing is to clearly express our group's ideas and creativity.
WEEK 11
Mr. Mike pointed out that our pre-launch touchpoints were not detailed enough, especially in the application phase, and suggested that we improve the process.
WEEK 12
Mr. Mike thought our reference ideas were great and that we could add our own designs and creativity based on them.
WEEK 13
Mr.Mike the importance of maintaining a consistent style across all materials. He suggested that we create a complete set of visual examples or guidelines to ensure that everyone on the team follows the same style during production.
WEEK 14
Mr. Mike thinks our design content is very creative, the colors can be slightly modified, and regarding the animation introduction, the video transition effect can be more interesting and not too simple.
REFLECTION
Participating in the entire "Wayang Mind" project gave me a renewed understanding of product ideation, design, and implementation. At the beginning, I assumed that creativity and technical skills alone would be enough to build a successful VR experience. However, through hands-on involvement, I realized that a successful project relies heavily on meticulous division of tasks and a well-structured workflow. Breaking down complex tasks into manageable steps and progressing systematically is key to bringing a design to life.
As I delved deeper into the design objectives of "Wayang Mind," I gradually recognized that in virtual reality, an “immersive experience” depends not only on visual effects but also on guidance mechanisms and spatial interaction. Unlike traditional 2D media, VR design places greater emphasis on spatial navigation, user agency, and responsive feedback within a 3D environment. This shift from two-dimensional thinking to a three-dimensional mindset is not just a technical upgrade—it’s a transformation in how we perceive the relationship between users and digital systems.
During the content development phase, we carefully refined the user interaction flow—from the entry interface and feature selection to each interactive trigger. Every step was designed to be clear, intuitive, and logically structured. I came to realize that even small design elements—such as the positioning of prompts or the responsiveness of buttons—can subtly shape how users understand and navigate the system. This made me pay closer attention to the psychological logic and sensory cues behind user experience.
At the same time, this project helped me appreciate the power of teamwork. In each round of revisions and user testing, our team communicated openly and collaborated effectively. Through brainstorming and feedback, I learned how to articulate design ideas more clearly, accept constructive input, and adapt my solutions accordingly.
Overall, working on “Wayang Mind” not only improved my ability to design virtual interaction systems but also deepened my understanding of spatial storytelling and user-centered thinking within emerging media contexts. I realized that a great VR experience isn’t just visually impressive—it must also be accessible, navigable, and intuitive for users. Only by truly understanding user behavior and expectations can we create immersive experiences that are both meaningful and engaging.
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