Overview
The final project is a 10-week exploration of how Extended Reality (XR) can solve real-world challenges and meet human needs in different areas. Students will be assigned multidisciplinary groups of 2-3 members and choose from a set of briefs provided by the instructors, which explore real-world challenges and opportunities. Teams are also welcome to select an application area of their interest and develop their own briefs around topics such as health, productivity, learning, or social connections.
The students will follow a design thinking process, which includes problem framing, need-finding, and rapid prototyping to develop a solution and a proof of concept. External advisors from industry as well as Stanford XR experts will be available to provide advice and feedback to project teams through the research and design process, as well as provide technical advice on prototyping and application development.
Project deliverables will include a proof-of-concept of the XR application and a presentation showcasing the project journey, design decisions, and validation (user desirability, ethical implications, and technical feasibility).
Success is evaluated by the design exploration and learning process, rather than simply developing a winning application and pitch. Students are encouraged to be bold, think critically, and prioritize human-centered design, even if it means invalidating concepts.
Week 5 (May 1): Problem Framing
Week 6 (May 8-15): diverge and ideate
Week 7: Prototyping & Iteration
Week 8: Prototyping & Iteration
Week 9+10: Storytelling & Final Presentation
1. Final Documentation Deck:
Introduction & Team: Briefly introduce the team and project goals.
Problem framing
Design Process: Detail the design process followed (e.g., user research, ideation, prototyping, testing).
Design Decisions & Rationale: Explain key design decisions with supporting data or user insights.
Project Outcomes: Showcase final design solutions (visuals, mockups, prototypes).
Future Considerations & Next Steps: Briefly discuss potential improvements and future directions.
Proof-of-Concept XR Prototype:
Scope: Prioritize the features that best demonstrate the value proposition of your XR solution. Focus on showcasing the core user interactions and how they address the identified problem.
Interactivity or "Wizard-of-Oz" ? A functional and interactive prototype allows users to experience the XR environment and explore its potential. This is ideal, but a well-designed "Wizard-of-Oz" style demo can still be valuable. This is a valuable technique for demonstrating user interaction without a fully functional prototype. Pre-record interactions and create a video simulating user experience within the XR environment.
Storytelling & Mockups: For functionalities that are difficult to prototype, consider using storyboards or narrated mockups to provide a clear understanding of the intended experience.
Clear Communication: Regardless of fidelity, the prototype should effectively communicate the user experience and value proposition. Consider including annotations, instructions, or a separate presentation explaining the prototype's functionalities.
Fidelity Level: The level of detail should be appropriate for the project stage and development time constraints. A high-fidelity prototype is great, but a well-structured low-fidelity prototype can effectively communicate core concepts.
Project Advisors:
Throughout the project, you will have access to guidance and support from:
Students will get the chance to story-tell and exhibit their proof-of-concepts to an audience of judges, faculty, Stanford students, and other guests.
More details about the location and format of the final project showcase will be announced later in the course.