BACHELOR THESIS 

About the project

Research question: “How can gamification through augmented reality combined with a physical component, be applied to inform students in secondary high school about smart industry?

Methods used: Literature research, interviews, brainstorming, workshops, analysis, sketching, creating mock-ups, prototyping, user testing.

Solution: An AR solution for building a machine to inspire students to pursue studies or jobs whithin smart factories. Gamification was used as an approach in the hopes of making the solution more attractive to the students. The final user test was done with a VR prototype showing the concept of how the solution would work as AR.

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Interviews with students using pictures as a discussion point

Interviews with students using pictures as a discussion point

Sketches made by students during a workshop

Sketches made by students during a workshop

Concept sketch of how the “machine” should work

Concept sketch of how the “machine” should work

Screenshot from the VR prototype

Screenshot from the VR prototype

Screenshot from the VR prototype

Screenshot from the VR prototype

Screenshot from the VR prototype

Screenshot from the VR prototype

Screenshot from the VR prototype

Screenshot from the VR prototype

Screenshot from the VR prototype

Screenshot from the VR prototype