Status
Loading...naman.portfolio / booting
Projects/XR / Spatial Studies
Spatial computing · HCI · 2024

XR / Spatial Studies

Exploring how digital guidance can belong to a physical place.

Read the story
01 / Project overview

Start with
the context.

XR / Spatial Studies brings together experiments at the edge of physical and digital interaction. The central study is an augmented-reality wayfinding concept for the UCA Farnham campus, created to make unfamiliar routes easier to understand in place.

Campus navigation is not only a map problem. People make decisions while moving, under time pressure, surrounded by signs, architecture and other people. A useful AR layer had to support that reality without blocking the place it was meant to explain.

My role
XR interaction designer & prototyper
Timeline
Creative technology study · 2024
Team
Independent project
Methods
Context observation · Route mapping · Spatial storyboarding · Prototype walkthrough
Tools
AR prototyping · Figma · Spatial mapping · Rapid testing
02 / Exploration & discovery

Look before
making.

I treated the campus as the interface. Looking at routes as a sequence of decision points—entrances, turns, thresholds and landmarks—made it possible to identify where digital guidance could help and where it would become unnecessary clutter.

01

Uncertainty clusters at transitions

The hardest moments were not long corridors but entrances, level changes and junctions where several plausible paths appeared.

02

The world is the primary display

AR guidance must leave space for real signs, people and hazards. Digital elements should point into the environment, not cover it.

03

Confidence matters between turns

People need reassurance that they are still on the right path, even when no immediate decision is required.

03 / UX design process

From signals
to a system.

The process moved from abstract questions to increasingly tangible decisions. Each round had one job: expose what was unclear before adding more fidelity.

  1. 01

    Map decision points

    Routes were reframed as moments of uncertainty, creating a practical map of where guidance was genuinely needed.

  2. 02

    Storyboard in space

    I sketched how prompts would enter, persist and disappear as someone approached a turn or landmark.

  3. 03

    Walk the prototype

    The concept was evaluated at walking pace to reveal issues that static screens hide: timing, occlusion and divided attention.

Decision log

Not just what changed—why it changed.

Placement

Anchor guidance to landmarks

Prompts reference stable features in the environment so instructions feel connected to what the person can already see.

Density

Show less while moving

Instructions become simpler near decision points, prioritising direction over descriptive detail.

Continuity

Confirm without interrupting

Lightweight reassurance between turns helps people continue confidently without repeatedly checking a map.

04 / Final design

The idea,
made tangible.

The final concept uses a small vocabulary of spatial prompts: directional anchors at decision points, subtle route confirmation and clear arrival states. The system appears when the place becomes ambiguous and recedes when the route is obvious.

Landmark-led prompts

Instructions connect direction to visible architecture rather than relying only on abstract arrows.

Decision-point timing

Guidance arrives early enough to act on but not so early that it becomes detached from the location.

Route reassurance

Low-intensity confirmation reduces the urge to stop and reopen a conventional map.

Clear arrival

The experience ends decisively, helping users recognise the destination and return attention to the place.

05 / Impact

What moved
forward.

The project transformed a broad idea—‘use AR for navigation’—into a contextual interaction model grounded in the rhythm and constraints of walking through a real campus.

  • 01Produced a spatial prototype tied to a genuine UCA navigation context.
  • 02Defined when AR guidance should appear, change and get out of the way.
  • 03Built a foundation for future on-site evaluation with unfamiliar visitors.
06 / Learnings

Keep the lesson.
Lose the ego.

01Spatial interface design is choreography: timing and placement matter as much as the visual component itself.

02A successful AR layer should increase attention to the environment, not create a second world competing with it.

03Future work should test accessibility across mobility, vision and device-holding needs before increasing technical fidelity.

The best spatial interface knows when the place can speak for itself.
Next case studyTangible UI
XR / Spatial Studies — UX Case Study