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.