Week 05:06 Draft 04

Sarra Hornby 

Personal Case Study 



Introduction



In the course so far I have learned that the scope of App Development extends beyond the simple entertainment app to include serious games for use in the medical profession, disruptive apps which challenge political ideologies and interactive art installations.     

I have learned that I can use a cross platform development tool to produce screen based mobile apps but can also use Unity to produce VR, AR and 2D/3D Apps as wel and understand the different tools and languages used in app development.     

I understand that the way in which Agile principles are implemented in a project depends on the team however it is a cyclical team process which is different to the linear production process I use in my commercial practice where I deliver a final product keeping the commissioner on the ‘outside’ of the production process.    

App Jam 

I planned for the App Jam by applying an Agile approach and structured it as a SCRUM measured in hours due to the short duration of the project. 

I estimated the time each task would take and tried to adhere to it but it was flexible. I recorded this writing my original plan in black and my amendments in red. I have learned 
Trello could have helped me to manage this project. 

I produced a b
rainstorm as a Ven Diagram rather than a Spider Diagram so that I could focus on the intersections between the words as well as their triangulation.


I drew concept Sketches and conducted some market research.I have learned that I use the ‘slow-boil’ approach in my experimental work as my projects emerge out of research. This was not the appropriate approach for this project due to the time restriction and so I focused on the user experience of the app. 

My storyboards doubled as the basis for the Paper prototype which I used to conduct some usability Tests. 

The feedback from this would be used to add ‘must have’ and ‘like to have’ features on the prototype app. 

I had some experience conducting user experiments at the Oxford University Press in which I tested an English language teaching app. 

Challenges arose from my lack of technical knowledge and in response to this I used existing skills to produce a wireframe diagram and a mock up walk through video. 

The feedback I received was that the video was too long and would have benefited from an audio track as this would have explained the concept more effectively. I tried to capture actual footage to present the mock up effectively but understand that fade transitions could have worked better. I hope I have addressed this in this PCS Video.

Professional Objectives 

I want to be able to demonstrate that I am a good all round App Developer with an expertise in XR Design.  


This will give me the best chance to secure a role within an immersive design studio. 

I know that the key skills required for a creative app developer are similar to an XR Designer however the focus is on AR/VR and MR. 

According to a recent Job Specification advertised by an immersive experience design studio which produces mobile apps, immersive theme park attractions, augmented and virtual reality, print and web projects for entertainment and enterprise, they want someone who has a
 foundation in Graphic Design and Adobe CC, can work on concepts, themes and messages, have an understanding of UX/UI Design, can demonstrate a teamwork ethic and work under pressure. They also want this person to have good 3Ds Max, Maya, Mobile App development, Information design, VR, AR, Projection mapping, Gaming, Sketch/product concept art skills and after effects video editing skills. 

As well as tracking developments in the field by following the work of Immersive Design Studios such as Holovis and Second Story I will also need to read academic peer reviewed literature published on IEEE and ACM as well as Grey Literature both published and unpublished industrial case studies on repositories like GDC Vault. 


As I also want to continue to develop my personal experimental Arts Practice and continue my academic and industry based research this is not a high priority at this module. 

SMART Goals 


I have written 4 SMART Goals which will help me to learn XD Design, Maya, Unity, C#.

  • I will know I have succeeded in my Adobe XD goal when I can produce a wireframe and prototype model of a simple mobile app.  
  • I will know I have succeeded in my Maya goal when I can produce building I can use in Unity. 
  • I will know I have succeeded in my Unity goal when I can demonstrate a working vertical slice  
  • I will know I have succeeded in my C# goal when I can understand the code behind my vertical slice.  


PLAN

To achieve my Smart Goals and check that they are realistic, I have written a work schedule which is published on my Blog


I have considered my SMART goals for this module as well as the course content and I am thinking about the skills I will need to produce my projects Helix, Shell and Fizhog over the duration of the MA course.


Thank you.  





Week 5:05 Script Draft 03

Script Draft 03



Introduction

I am Sarra Hornby. I joined the course because I’d identified a career path at the intersection between 3D Animation and Illustration Practice and my Interdisciplinary Arts & Research Practice.

I proposed three projects I would like to develop on this course. These are Helix, Shell and Fizhogg.  

So far, I have discovered that App Development extends beyond the limitation of a simple Mobile App. I have been introduced to platform development tools and the associated coding languages relevant to these; hardware and software and the production processes and methodology essential for app development. I have been able to assess my current technical spec and have installed Unity and Maya onto my iOS devices. I have learned that the best languages I should learn, in addition to html and CSS are C# for and Python if I want to produce AR, VR and MR Apps.

48 Hour App Jam 


I took part in a 48 hour Jam organised by Falmouth University and observed a real-life 48 app Jam which was held on the same weekend.

I planned for the Jam by thinking about the Agile approach and therefore structured It as a Sprint measured in hours rather than days, due to its short duration.

I deployed my project management skills to plan each task and estimate production time. At the time, I did not have any project management tools but I now understand that Trello could have been very useful to manage workflow and communicate progress to the team.

I decided that I would use a native iOS development platform due to better monetisation opportunities and because I have access to the tools. I decided that I could try to develop a VR/AR App as a test which would inform my proposed Fizhogg project.

Day 1    

The theme was released and I approached it as a semi-structured open brief.

I quickly drew a brain storm as a Ven Diagram rather than a spider diagram so that I could focus on the intersections between each word, as well as their triangulation.

I worked these ideas into a set of concept sketches and considered whether I wanted to design a brochure style app or a VR/AR app.

I conducted some market research on iOS and Android but I actually didn’t think to investigate Amazon. Time was limited but in future I will do this.

As I looked at the categories I became aware of another approach to ideation that would take categories as a potential starting point.

Through this process also learned that I use the ‘slow-boil’ approach in my experimental work. My projects emerge out of research. This was not the appropriate approach for this project due to the quick turn around time and so to reduce this I chose to focus on the user experience of the app.

My concept converged Geocaching with VR and AR using a QR code to  trigger an AR Animation together which links to a physical buried object located in the real world. Once my idea was
more formed, I quickly sketched a storyboard so that I could better explain the user experience while also using them to construct a paper prototype.

I had some experience conducting user experiments at the OUP and so I filmed the paper prototype tests while observing the users hesitations and flow. AS I asked questions I became aware of my language and how I asked questions so that I did not lead the user.

I intended to add in the ‘like to have’ aspects of this test in my values, later on.

I found that I had over estimated the time allowed for this task. If I had tested other users such as team members this would have given more feedback and further insight. Day one had run smoothly as I’d given myself enough ‘wiggle room’ and could use my existing skills.    

Day 2 
I didn’t have the necessary coding, Unity and Adobe XD skills necessary to complete the task and I had no idea how much time to allow for this or when I would be able to say I’d completed the task up to this point. I reassured myself that this was a valuable part of the process. I was beginning to feel quite despondent.

Then I decided to work with the skills I had and the time constraint to present a mock up of my app concept by producing a simple wireframe diagram and a walkthrough video.

The feedback I received was that the mock up video was far too long and would have benefited from an audio track which would have explained the concept more effectively.

Plan: After Reflection  

  • The Agile approach 
I will use a diagram to illustrate the difference between the cyclical model of Agile development and my embedded linear model of production.

  • Scrum feedback  

I missed the valuable feedback and skills support I have access to in a team and feel that this would have helped to relieve many of the pain points in this process.

  • L&D 

I aim to become a self -directed, or you might say autodidactic self-steering Cybernetic creative practitioner.  I also aim while also trying to maintain an agile, or a kind of homeostatic balanced approach to personal growth and professional development).

  • Skills Gap 

Adobe XD, Unity, Maya and C# will form the basis of my SMART Goals.

Professional Objectives 

My professional objectives are three fold.

1. I want to be able to demonstrate that I am a good all round App Developer with an expertise in XR Design.

I will do this by publishing a portfolio which includes the fundamental graphic design skills, App Development Skills and focus on Virtual, Augmented and Mixed Reality projects that create an immersive experience for Entertainment and Arts and Heritage.

I will also track developments in the field by examining the job specs for immersive design studios,  publish my evolving portfolio and connect to immersive and XR Design forums and socialnetworks.

For Example,

I know that the key skills required for an creative app developer are similar to an XR Designer but the focus is on AR/VR and MR.According to a recent Job Specification  which advertised for a Digital/Graphic Designer within an immersive experience design studio that produces a variety of media including mobile apps, immersive theme park  attractions, augmented and virtual reality, print and web projects for entertainment and enterprise; they are looking for

  • A strong foundation in Graphic Design, Typography and Layout for Digital and print. Confidence in Adobe CC, Photoshop, Illustrator and InDesign. 
  • They also want the designer to be able to work on concepts, themes and messages, have an understanding of UX/UX Design, teamwork ethic, work under pressure etc.
  • The require 3DsMax, Maya, Mobile App development, Information design, VR, AR, Projection mapping, Gaming, Sketch/product concept art skills and affter effects video editing.
I also follow Second Story and other immersive experience studios. I will need to contact the careers hub provided by Falmouth University and identify opportunities to work on live briefs in this area.  

2. I want to continue to develop my personal experimental Arts Practice.

I will do this my continuing my experimental practice alongside my commercial work.

I will be reflective in this process and try to synthesis knowledge acquired in practice to my commercial work. 

3. I want to re-direct and refine my academic and industry based research at the intersection of Animation and Interaction Design.

I will do this by focusing on the interactive processes in contemporary 3D Animation Practice and will keep informed by reading academic peer reviewed texts, remaining connected to the animation industry and experimenting in my personal work. 

     

    SMART Goals

    This career research and a reflection on my skills gap have informed my SMART goals for the remainder of this module.

    Adobe XD SMART GOAL

    C# SMART Goal

    Maya Smart Goal

    Unity SMART Goal  

    I am considering if my next Smart Goal should be to experiment with e-textiles, my Raspberry Pi and learn Python as I would really like to begin to experiment on my Shell project. However, I am trying to make my goals SMART so accept that I need to keep focused on my main goals for July and August. 
    Plan

    So that I can achieve my Smart Goals and assess whether they are realistic, I have written a work schedule which will balance my work commitments with my goals and course commitments. This takes me through to the end of this module. I have printed this out and I have it under glass on my desk.

    In this plan I have considered my short term goals in this module, my expectations for this course and my long term career trajectory towards a role within XR Design and my role as an Interdisciplinary Artist. 

    Week 5:03 Script Re-Write 01

    Script Draft 02



    Introduction

    Coming into the course, I’d identified a career path which converged my commercial practice with my experimental research work. I had proposed three projects, Helix, Shell and Fizhogg.  

    During the course so far, I have discovered that App Development can extend beyond the limitation of a simple Mobile App, I have been introduced to platform development tools, App software and coding languages; and I have been prompted to evaluate the technical hardware and software to which I have access. I have decided to specialise as an XR designer. By this I mean that I want to be good all round app developer with a specialism in VR, AR and MR. I have installed Unity and Maya onto my iOS devices and through this process I now understand that I will need to learn C# for my commercial work and Python to develop my interest in e-textiles.

    48 Hour App Jam

    I took part in a 48 hour Jam organised by Falmouth University and observed a real-life 48 app Jam which was held on the same weekend. I planned for the Jam by thinking about the Agile approach which is different from my usual linear commercial production process. Agile is one of continual review, reflection, adaptation with multiple points of delivery on a cycle whereas my commercial design process works from a set brief which is then researched, developed and finally delivered with very little input from the commissioner or other team members.

    The Jam was structured as a Sprint measured in hours rather than days, due to its short duration. I deployed my project management skills to plan each task and estimate production tim as best as I could. I did not have any project management tools at the time however I now know that Trello could have been very useful.

    I decided that I would use a native iOS development platform due to monetisation opportunities and I also had access to the tools. I decided that I could try to develop a VR/AR App as this would allow me to work out any issues in my Fizhogg project.

    Day 1   

    The theme was released I approached it as a semi-structured open brief. I quickly drew a brain storm as a Ven Diagram rather than a spider diagram so I could focus on the intersections between each word as well as its triangulation. I then worked these ideas into a set of concept sketches and considered whether I wanted to design a brochure style app or a VR/AR app.

    I conducted some market research on iOS and Android but I actually didn’t think to investigate Amazon. Time was limited but in future I will do this. As I looked at the categories I thought that I could use this to create further concepts. Through this process I also thought about how I use the ‘slow-boil’ approach in my experimental work, in that my projects often emerge out of research. This was not the appropriate approach for this project due to the quick turn around time. I needed to radically reduce the research time and so I chose my concept quickly and proceeded to develop it.

    I decided to try to design an app that converged Geocaching with VR and AR using a QR code to  trigger a AR Animation together with a physical buried object in the real world. Once my idea was   more formed, I sketched a quick storyboard to visualise how the app would function and detail the  user experience. This was a familiar process and so my task time estimate was pretty good. I also thought I could use these to produce a paper prototype and conduct some usability tests with them.

    I filmed the paper prototype tests, observed the users hesitations and flow and became aware of if I was leading the user by my questioning. I intended to add the results to my prototype as ‘like to have’ values, later on. I found that I had over estimated the task but in a real project I would have conducted further tests with other users and the production team.  Day one had run smoothly as I’d given myself enough ‘wiggle room’ to complete the necessary tasks.  
    Day 2 
     As I’d finished Day 1 it was slowly dawning on me that I didn’t have the necessary coding, Unity and Adobe XD skills necessary to complete the task and I had no idea how much time to allow for this or when I would be able to say I’d completed the task up to this point.

    I reassured myself that this was a valuable part of the process but I was beginning to feel quite despondent as I realised the enormity of the task. I felt that I could probably produce a simple wireframe diagram and a mock-up of a walkthrough of my AR App.  I assessed that it would take a day to pick up Adobe XD and produce a digital wireframe and prototype.

    I also wanted to present a mock up of an AR App but had no idea how to do this using Unity. I fell back on my video production skills as a kind of ‘work-around’ and filmed a mock-up. The feedback I received was that the mock up video was too long and far too quiet but was effective in demonstrating my concept. On a live project, I would have welcomed feedback from a Scrum Team and I really missed this kind of oscillating support and advice which makes these kind of projects so enjoyable and productive (and less painful!)

    Plan: After Reflection  
    I aim to become a self -directed, or you might say autodidactic self-steering Cybernetic creative practitioner.  I also aim while also trying to maintain an agile, or a kind of homeostatic balanced approach to personal growth and professional development.    
    Professional Objectives 

    My professional objectives are three fold in that my primary aim is to become a good all round creative App Developer with an expertise in XR Design. By this I mean that I want to be able to create Virtual, Augmented and Material interactive projects for Entertainment as well as Arts and Heritage. My secondary aim at this time is to continue to add to my growing experimental practice and thirdly, I would like to re-direct and refine my academic and industry based research.

    The key skills required for an creative app developer are similar to an XR Designer but the focus is on AR/VR and MR.

    According to a recent Job Specification for a Digital/Graphic Designer at an immersive experience  design studio who produces a variety of media including mobile apps, immersive theme park  attractions, augmented and virtual reality, print and web projects for entertainment and enterprise.

    They are looking for a strong foundation in Graphic Design, Typography and Layout for Digital and print. Confidence in Adobe CC, Photoshop, Illustrator and InDesign. They also want the designer to be able to work on concepts, themes and messages, have an understanding of UX/UX Design, teamwork ethic, work under pressure etc.

    The skillset they require is 3DsMax, Maya, Mobile App development, Information design and simplification, VR, AR, Projection mapping, Gaming, Sketch/product concept art skills and affter effects video editing.

    I have also looked at Second Story and have a ream of job specs which will also inform my skillset development. I intend to connect to XR developers in industry and academia over the period of this course and attend as many relevant conferences such as Agile on the Beach in July 2018. I need to conduct a more thorough sweep of the library repositories to identify this specialist area and I should be able to do this within the next couple of weeks.
         

      SMART Goals

      This career research and a reflection on my skills gap and motivating interests have informed my SMART goals which are:

      Adobe XD SMART GOAL

      C# SMART Goal

      Maya Smart Goal

      Unity SMART Goal 

      I am considering if my next Smart Goal should be to experiment with e-textiles, my Raspberry Pi and Python as a project aside from my main project.  
      Plan

      So that I can achieve my Smart Goals and assess whether they are realistic, I have written a work schedule which will balance my work commitments with my goals and course commitments. This takes me through to the end of this module. I have printed this out and I have it under glass on my desk.

      In this plan I have considered my short term goals in this module, my expectations for this course and my long term career trajectory towards a role within XR Design while also developing my personal work as an Interdisciplinary Artist. 

      Week 5:02 Video (no audio)

      My Audio is 10 Minutes Long!!! 

      I will need to edit the script and stick to the essential reflections. 

      I will add imagery from my ink blot Helix and some music to the final edit which I will do on Friday next week. 

      I have posted a draft video here 

      My first read through of the script identified that it was far too long and will need to be halved in order to fit the brief.

      The full script is available here

      I am not surprised by this because writing always needs redrafting but my time is limited and so I will only be able to re-record and deliver the final draft next Friday due to work constraints.

      I also couldnt upload this to the assignment submissions area as it is locked so if I get chance I will try to edit the script again before then.

      Week 5:01 Personal Case Study (Peer Review) Script & Storyboard

      Course Review

      NOTES

      In process reflection in red

      Introduction: brief course over-view

      • Proposed Projects 
      • The Creative Piece 
      • Technical Spec 
      • Platform development 
      • Git Setup 
      • Maya, Unity, Adobe CC Install
      • Programming language C# (commercial project) Python (e-textiles Experimental Project
      App Jam Plan

      • Agile Approach: To manage the project with continuous review, assessment and change is different to my usual brief-research-develop-draft1- deliver design method. 
      • SCRUM: This was limited to team and tutor feedback but I could have done more to engage with this. 
      • Sprint: I can project manage as so called on these skills to estimate tasks and plan accordingly. As a Sprint would normally be 2-3 weeks, this project was 48 hours and so the tasks were managed in hours. Trello would have been a useful tool to deploy in this process. 
      • iOS Platform 
      • Unity VR/AR App (to fit with Fizhogg Project proposal)   
      • YouTube channel setup for distribution: Tests with git identified a 25mb maximum and so I set up a separate YouTube account to post the final work 
      Day 1
      • Theme  – similar to a semi-structured open brief 
      • Brainstorm – Familiar Design approach called for a more ven diagram than spider diagram.
      • Concept sketches – Brochure App Design Versus A/R or VR Design
      • Marketing research – Slow Boil emergent process in arts practice. Categories could prompy more concepts. 
      • Initial Concept – Consider proposed projects AR/VR App Fizhogg 
      • Storyboard – Reflection: Familiar approach to help with flow of the app design
      • Paper Prototyping – Paper Storyboards taken from storyboards with added functionality 
      • Usability Testing – video the user using the paper prototype and note hesitation/questions. 
      • Usability Analysis – asking questions without leading the tester (referred to OUP testing) 
      Day 2 
      • Task time: Impossible to estimate due to lack of experience 
      • Digital wireframe and prototype: Identified skills gap – Learn Adobe XD.
      • AR Mock-up: Used existing skills to create a Walkthrough video in order to demonstrate the concept and use footage in digital Prototype and Mock Up later on as a ‘work-around’
      • SCRUM: I missed the multiple perspectives and collective skill set/experience a team can provide.

      Learning and Development Plan (After Reflection)  
      Becoming a self -directed (Self-steering-Cybernetic) creative practitioner while maintaining an agile (homeostatic) approach to personal and professional development.   
      Professional Objectives    
      • Creative App Developer key skillset (all round commercial App Development skills)
      • XR Designer Skillset (A/R, V/R,M/R Design)
      • Personal  interdisciplinary Art & Research practice (continuous engagement) 
      SMART Goals
      • Adobe XD
      • Unity
      • Maya
      • C#
      Add in experimentation in e-textiles and python (Falmouth Conference?) 
      Learning and Development Schedule
      • Learning and Development Schedule for this module 
      • Course Delivery 
      Career Trajectory 
      • Professional Trajectory – XR Designer and Personal Arts/Research Practice. 


      Script
      Introduction

      Coming into the course I had identified a new career path which orientated my commercial practice, with my embedded methodology and personal experimentation, research and Interdisciplinary Arts practice.

      I had three projects in mind which were Helix (an artists research tool), Shell (An experimental e-textiles project) and Fizhogg (An AR commercial venture). In the first few weeks, I learned about the kind projects that extend beyond what is usually limited to Mobile App Development. This was exciting and really set to motivate me to think about the kind of outcomes I would like to aim for during and after this course.

      I also learned about platform development tools, App software and coding languages while I evaluated the technical hardware and software I had access to. During this process I was able to identify the kind of equipment and skills I would need in order to produce AR, VR and MR projects. I installed Unity, Maya and Adobe CC which would work with my current installation of Creative Cloud. I also identified that I would need to learn C# for my AR/VR and MR Design projects as well as Python for use with my Raspberry Pi and E-Textiles materials.

      48 Hour App Jam

      I took part in a 48 hour Jam organised by Falmouth University. I also signed up for real-time App Jam for which I acted as an observer although it was my intention to test some apps I did not get the opportunity to do this.

      Prior to the Falmouth App Jam I planned my project. I decided that I would need to be conscious of the Agile approach to development and this seemed different to my usual method of commercial production in that the process is one of continual review, reflection, adaptation and delivery rather than a linear one in which a brief is set, I research, develop and deliver a first draft, review and deliver a final product.

      I structured the project as a Sprint measured in hours rather than days because of the 48 hour duration of the project. I used my current project management skills to plan each task and estimate production time however this was limited to my previous experience which is outside the app development field. I did not have an understanding of project management tools at that time however I have since been introduced to Trello which could help to manage various tasks better.

      I decided that I would use a native iOS development platform as I understand that this has a better opportunity for monetisation and I also had access to the necessary tools. In consideration of my Fizhogg project, I decided that I could try to develop a VR/AR App. I also considered how I might transfer the project to the team as I didn’t want to be too stressed at the end of the project. To counter this I set up a new Youtube account.       

      Day 1

      When the Theme was released I approached it as a semi-structed open brief. I drew a quick brain storm but rather than use a spider diagram, I decided to use a Ven diagram so that I could look at the intersections between each word as well as the combined meaning. I then worked these ideas up into some which concept sketches drawing on my existing design skills. I considered whether I wanted to design a brochure style app or work towards my Fizhogg concept by experimenting with VR/AR app development.

      I conducted some market research on iOS and Android but I actually didn’t think to investigate Amazon. Time was limited but in future I will do this. I noticed that as I looked through the categories and skimmed over the apps I could think of further concepts I could develop. This could be a useful process if time permitted. From the research I noticed that my ideas often come out of extensive research and that I now identify this as the ‘slow-boil’ approach in which concepts emerge over time. This was not the appropriate approach for this project due to the quick turn around time. I needed to radically reduce the research time and so I chose my concept quickly and proceeded to develop it.

      In light of the Fizhogg proposed project and with my commercial career aspirations in XR Design and experimental Arts practice I decided to try to design an app that converged Geocaching with VR and AR using a QR code to trigger a AR Animation together with a physical buried object in the real world. Once my idea was more formed I sketched a quick storyboard of how I expected the app to function and what the user experience might be like. This was a familiar process for which I could estimate the time it would take and how I might be able to use the storyboards in a paper prototype so that I could conduct some user tests.

      So I took the storyboards and constructed some simple paper layouts with stickers for the function buttons. I filmed the test, observed the users hesitations and flow as well as asked the user some non-leading questions. I was familiar with this process as I have been involved with some user tests at the Oxford University Press. I intended to add these ‘like to have’ values to my prototype later on.  I found that I cut the time I had estimated for this task as I had seriously over estimated it. However, I think on a real task I would have conducted further tests with other users as well maybe testing it more out within the team and receiving valuable feedback in the process. Day one had run smoothly as I’d given myself enough ‘wiggle room’ to complete the necessary tasks.  
      Day 2 

      I’d finished Day 1 earlier than I’d planned so that I could reflect on day one but also think about how I might be able to deliver my app in day 2. I was realistic in my expectations of delivering a fully functioning VR Geocach App because I knew that I didn’t have the necessary coding, Unity and Adobe XD skills necessary however I was optimistic that I could use my existing skills to partly get there.

      I reassured myself that this was a valuable part of the process but I was beginning to feel quite despondent as I realised the enormity of the task. My first challange was to remain productive and produce something that would move me towards the final goal of delivering my app. I knew that it was impossible to measure the time it mifght take to complete each task but i felt that I could probably produce a simple wireframe diagram and a mock-up of a walkthrough of my AR App.  I firstly identified that it would take a day to pick up Adobe XD to produce a working wireframe and prototype but I had little knowledge of how an AR app is produced. I realised that this was a skills gap that I could fill during this module. I also fell back on my video production skills as a kind of ‘work-around’ to fill my skills gap. I used the storyboards to produce a live walkthrough of the game play so that I could demonstrate how the app might feel. I produced an active QR code and Geocach boxes for this demo. Although not ideal I think that this went some way to demonstrating my concept. The feedback I received was that the mock up was too long and quiet but was effective in demonstrating my concept. I would have welcomed more feedback from a Scrum Team and I really missed this kind of oscillating support and advice which makes these kind of projects so enjoyable and productive.

      Plan: After Reflection  
      I am to become a self -directed, or you might say autodidactic self-steering Cybernetic creative practitioner while also trying to maintain an agile, or a kind of homeostatic balanced approach to personal growth and professional development.   
      Professional Objectives

      My professional objectives are three fold in that my primary aim is to become a good all round creative App Developer with an expertise in XR Design. By this I mean that I want to be able to create Virtual, Augmented and Material interactive projects for Entertainment as well as Arts and Heritage. My secondary aim at this time is to continue to add to my growing experimental practice and thirdly, I would like to re-direct and refine my academic and industry based research.

      The key skills required for an creative app developer are similar to an XR Designer but the focus is on AR/VR and MR.

      According to a recent Job Specification for a Digital/Graphic Designer at an immersive experience design studio who produces a variety of media including mobile apps, immersive theme park attractions, augmented and virtual reality, print and web projects for entertainment and enterprise.

      They are looking for a strong foundation in Graphic Design, Typography and Layout for Digital and print. Confidence in Adobe CC, Photoshop, Illustrator and InDesign. They also want the designer to be able to work on concepts, themes and messages, have an understanding of UX/UX Design, teamwork ethic, work under pressure etc.

      The skillset they require is 3DsMax, Maya, Mobile App development, Information design and simplification, VR, AR, Projection mapping, Gaming, Sketch/product concept art skills and affter effects video editing.

      I have also looked at Second Story and have a ream of job specs which will also inform my skillset development. 
           

        SMART Goals

        This career research and a reflection on my skills gap and motivating interests have informed my SMART goals which are
        XD Smart Goal

        Adobe XD SMART GOAL

        As a Creative cloud user,  I need to be able to clarify and communicate my app ideas to a developer/team/myself. This will help me to pitch an app development concept as well as develop the final product. This will also allow me to add this project into my online portfolio. I will use my ‘No Problemo’ app idea to produce a wireframe and prototype. I will follow the Lynda.com videos on UX Design introduction to Design and Prototyping videos. I will allow 1 Day to do this. This is scheduled the 15th July 2018.

        C# SMART Goal

        As an effective VR/AR/MR App Developer, I need to learn C# So that I can understand code in Unity and build better Apps. I will take an introductory course in C# for 3 hours each week during July and August.

        Maya Smart Goal

        As an effective VR/AR/MR App Developer, I need to have moderate skills in 3D Modelling and Animation. Although I know 3Ds Max, I am working on an iMac and so need to familiarise myself with Maya. I will learn the Maya interface and basic processes so that I can build first VR environment. I will then go on to learn character rigging and prop design for my Fizhogg project.
        I will take an introductory course in Maya for 3 hours each week during July and August.

        Unity SMART Goal

        As an effective VR/AR/MR App Developer, I need to learn the Unity game engine.
        So that I can produce 2D and 3D apps which have AR and VR development potential.
        I will install the software and go through the set of introductory videos which will help me to build a VR set. After this, I will then set another SMART goal to investigate AR and 2D apps.
        I will allow 3 hours per week for this activity during July and August.

        I am considering if my next Smart Goal should be to experiment with e-textiles, my Raspberry Pi and Python but I do not think I will have to do this during this present module.  
        Plan

        So that I can achieve my Smart Goals and also assess whether they are realistic, I have written a work schedule which will balance my work commitments with my goals and course commitments. This takes me through to the end of this module. I have printed this out and I have it under glass on my desk.

        This plan considers my short term goals in this module, my expectations for this course and my long term career trajectory which will lead to an exciting career in XR Design while supporting and protecting my personal Arts and Research practice.   

        I will now record my script and ensure that it is only 4 Minutes long… 

        Week 5:00 Types of Apps Research

        I will post links to the examples given in the course content and add some of my own as I attempt to classify them accordingly.

        I will examine each app and reflect on how the app might connect to or be dissimilar to my own app ideas.

        As I watched the Biophilia APP BY Bjotk, I was struck by its simplicity and beauty. I connect with this artist in my experimental work and I will be attending the Eden live gig next week. I have been focusing in my own commercial work however, seeing this work has made me feel unsettled in that I know my heart is in experimental practice. With this in mind I think that I should add another aspect to my smart goals so that I can extend it to my experimental practice as well as my commercial ventures.