21.04.2025 - 07.08.2025 (Week 1 - Week 16)
Janaan Ahmed (0353333)
Minor Project/ Bachelor of Design (Hons) in Creative Media
Project Compilation
Instructions
WEEK 1 + 2: Project Selection / Group Formation
Despite being a UI/UX based project I was curious about the AR x culture element that WarisanXR was about and so selected this group. Since our group has no one from Graphic Design, Mr. Mike said that me (Digital Animation) and Felita (Entertainment Design) might have to anticipate doing some GD work. I myself am also prepared for any 3D work that I think will be needed in this project.

Fig: Group info
Our group members:

- Jie Xuan (Group Leader)
- Joey
- Ser Chen
- Zhi Ching (Chelsea)
- Tze Wei
- Felita
- Me
Project Brief: WarisanXR (by TrueXR)
WEEK 3: Secondary Contextual Research (Empathise Stage)
The initial stage of our project was to first build a solid
understanding of the client, their needs, and gather more background
information surrounding the project to set the foundation for the upcoming stages.
Our group brainstormed and created a Miro board with each member contributing to one area. Since WarisanXR is a cultural holographic experience done in collaboration with Muzium Negara (National Museum of Malaysia) with Istana Satu as the target location, we also looked into relevant areas such as AR in museum settings, etc.
The main (final) topics and designated teammate are listed below
(view full board here):
- Janaan (me): Overview of WarisanXR
- Tze Wei: Background on Muzium Negara (TrueXR’s client)
- Felita: Pilot location - Istana Satu
- Chelsea: AR-based cultural exhibits/events in Malaysia
- Joey: UX principles for AR in museums/cultural spaces
- Ser Chen: Case studies of AR use in similar museums
- Jie Xuan: Visitor reviews from those case study museums
|
| Fig: My contextual research board |
As for me, I looked in to TrueXR as a company, and more about
WarisanXR and its goals, objectives, target audience, location, and
what was included in the experience. I learned that WarisanXR is a
location-based AR experience and that their first launch was at
Central Market. It is genuinely really cool to see culture and tech
be bridged together through things like holograms. Their goal is
mainly to increase youth engagement with Malaysian heritage, and
though I am not Malaysian myself, I found it very interesting and
found myself getting inspired with ideas that can be implemented in
my home country too. Preserving each of our rich cultural identities is incredibly
important, which is why I deeply resonated with WarisanXR’s vision to
foster national pride and help the younger generation feel more
connected to their respective heritage.
WEEK 4: Refining Contextual Board
Mr. Mike mentioned that our topics were a little too broad and
that we had to narrow things down or be more specific. My group
members and I helped each other where needed to refine our
topics. Our group then summarised all our findings into one board as
follows:
In my case, I added an additional section to my board about the
proposed tech
that WarisanXR plans to use, which are the XReal Utlra Air 2 Glasses, and BeamPro
combination. Since I am a tech noob it gave me a brief idea of
what to expect when we got to try out the tech during our
meeting with the client. It was important to understand how the devices work, especially
since our final design outputs will involve using them. One key
takeaway was learning about the 6 Degrees of Freedom (6DoF), which allows users to move freely in 3D space as the tech
tracks their movement.
Reference videos:
WEEK 5: Creating User Personas
This week we moved on to the next step of the empathise stage
which was to develop early user personas. They are fictional
and realistic depictions of users developed based on our
research to help us understand users needs, motivations,
experiences and pain points. At this point we hadn't really
done a field visit to the museum which worried me since I felt
that the field visit could've provided a more accurate insight
into the user demographic. In our case we referred to the visitor stats in Muzium Negara's annual reports
which listed 3 categories; local visitors, international
visitors, and students. We also looked up reviews for Muzium Negara on Google Maps. From these resources we made 3 user personas consisting of:
WEEK 6: Data Collection Prep (Survey Questionnaires & Interview Questions)
This week we prepared for the user research data collection by
first creating a survey questionnaire. We held a group meeting to
discuss the sections and each of us set out to create questions
for one section.
The sections include:
-
Demographics
-
Cultural Interest & Heritage Engagement
-
Awareness & Past Experience with AR/MR
-
Motivations & Expectations of using AR
-
Concerns using AR
-
Introducing WarisanXR
I managed section 2, which was Cultural Interest & Heritage Engagement. This section
was designed to explore the participants' interest in Malaysian culture and
heritage, and how they typically engaged with museums/cultural
spaces.
Initial Survey Questionnaire:
Mr Mike commented that some parts of our questionnaire needed
major refining as they either didn't make sense or had poor
directing. And so we refined the questionnaire and included a
rationale for why each question was asked. Chelsea created the
form, and I refined the introduction part and some parts of the
structure.
Amended Survey Questionnaire:
- Demographics
- Cultural Interest & Heritage Engagement
- Awareness & Past Experience with AR/MR
- Motivations & Expectations of using AR
- Concerns using AR
- Introducing WarisanXR
After having our questionnaire approved, we each shared the questionnaire online with a target of 100 respondents by the next week.
|
| Fig: Online distribution |
During this week we also created interview questions for our field visit to the National Museum planned for next week (finally!).
Since we were on a tight deadline, I thought it would be helpful and speed up the process to also shared the questionnaire with visitors during our field visit so generated a QR code we could show them.
WEEK 7: Muzium Negara Field Visit
By this time, we had somehow already received 50 survey
respondents. During our visit to the museum we each had a few
tasks assigned to us:
-
Jie Xuan:
interviewer
-
Joey:
interviewer
-
Ser Chen:
videographer
-
Tze Wei: Check AR features, photograph sections C+D, distribute survey
-
Chelsea:
Check AR features, photograph sections C+D, distribute survey
-
Felita:
Photograph section B + distribute survey
-
Me:
Photograph section A + distribute survey
Tze Wei and Chelsea used the AR app in the museum since they both
had iOS and the museum app was not up to date for Androids. There
weren't a lot of AR elements to be honest.
Other interactive elements were in gallery A which had a screen
showcasing the ancient civilsation, and gallery B with an
interactive puzzle.
Felita and I stuck together throughout and we both
distributed the survey questionnaires via QR by approaching
visitors. It was difficult at times since some people
understandably did not want to speak, but the ones that did gave
us really insightful views on the use of AR and museum culture in
general. I also observed how people behaved in the museum (as in
how they interacted with the exhibits, and the social dynamics
particularly in family settings to see how it influenced their
experience/interaction with the exhibits. This would later prove
useful to refine our user personas.
The other group members conducted the interview with 3 people.
The interview video and transcript can be found below:
Interview Video
- Jie Xuan: interviewer
- Joey: interviewer
- Ser Chen: videographer
- Tze Wei: Check AR features, photograph sections C+D, distribute survey
- Chelsea: Check AR features, photograph sections C+D, distribute survey
- Felita: Photograph section B + distribute survey
- Me: Photograph section A + distribute survey
Felita and I stuck together throughout and we both distributed the survey questionnaires via QR by approaching visitors. It was difficult at times since some people understandably did not want to speak, but the ones that did gave us really insightful views on the use of AR and museum culture in general. I also observed how people behaved in the museum (as in how they interacted with the exhibits, and the social dynamics particularly in family settings to see how it influenced their experience/interaction with the exhibits. This would later prove useful to refine our user personas.
Interview Transcript
WEEK 8: Data Analysis & Problem Statement - Define Stage
We managed to reach 70
respondents
and thus closed the form. My main task this week was to refine
the user personas alongside with Felita. But since we finished
our parts quite quickly, we both helped Chelsea do the survey
analysis (which Mr. Mike proposed we used AI to assist us in
since it involved huge chunks of information). We took relevant
points from each one and kept it short.
We did this in stages. After analysing each individual
question, we combined them to create a section summary (6
sections total). These were then combined into one overall survey analysis. We
also analysed the interview data and summarised key points,
which were then integrated with the survey findings to form
a
complete user research summary.
We then move onto finding our top insights
from the user research, and defining the problem statement.
Each member first noted down their 5 top findings and as a group
we categorised all our findings into key themes.
Fig: Deriving key themes from data findings
From these key themes, our group created 5 insight statements
:
-
People like culture but don’t visit museums because of
things like cost, time, or difficulty getting there.
-
Short, fun, and easy AR works best because it's quick to
enjoy, keeps attention, and is simple to use.
-
AR is well known, but not common in museums because it needs
money, skills, and time to set up.
-
Social media drives awareness because it spreads information
fast and reaches many people easily.
-
Users resist downloading due to limited storage, low
interest, unfamiliarity, and the app’s unavailability on
Android.
These insights guided us to define the problem statement
which will shape the design direction moving forward and ensure our
solutions are rooted in real user needs.
Fig: Crafting problem statement
To narrow down on the most relevant user for our problem
statement, I also filled in the user stories to identify what
they want how
they could benefit from it:
We had to rationalise why we selected a particular
user for the problem statement. The student
persona aligns with one of WarisanXR’s primary target
audiences AND supports its goal of increasing youth engagement with heritage. Also, the majority of survey responses came from tech-savvy students
who expressed a strong interest in culture, reinforcing the
relevance and impact of designing for this group. Therefore we selected student and also proceeded to
complete the empathy map.
Our problem statement:
Students seeking immersive history experiences need to engage
with the past interactively, excitingly, and authentically
because they want fun, accessible AR culture
experiences.
To then help us drive a design solution, we had to
create
'How Might We' statements (HMV)
which are derived from the insights. They are shown
below:
|
| Fig: Deriving key themes from data findings |
From these key themes, our group created 5 insight statements :
- People like culture but don’t visit museums because of things like cost, time, or difficulty getting there.
- Short, fun, and easy AR works best because it's quick to enjoy, keeps attention, and is simple to use.
- AR is well known, but not common in museums because it needs money, skills, and time to set up.
- Social media drives awareness because it spreads information fast and reaches many people easily.
- Users resist downloading due to limited storage, low interest, unfamiliarity, and the app’s unavailability on Android.
These insights guided us to define the problem statement
which will shape the design direction moving forward and ensure our
solutions are rooted in real user needs.
|
| Fig: Crafting problem statement |
To narrow down on the most relevant user for our problem
statement, I also filled in the user stories to identify what
they want how
they could benefit from it:
We had to rationalise why we selected a particular
user for the problem statement. The student
persona aligns with one of WarisanXR’s primary target
audiences AND supports its goal of increasing youth engagement with heritage. Also, the majority of survey responses came from tech-savvy students
who expressed a strong interest in culture, reinforcing the
relevance and impact of designing for this group. Therefore we selected student and also proceeded to
complete the empathy map.
Our problem statement:
Students seeking immersive history experiences need to engage
with the past interactively, excitingly, and authentically
because they want fun, accessible AR culture
experiences.
To then help us drive a design solution, we had to
create
'How Might We' statements (HMV)
which are derived from the insights. They are shown
below:
WEEK 9A: Site Visit & Client Meeting
We finally got to meet our client Justin from WarisanXR and
check out the pilot location Istana Satu. Additionally we got to
try out the AR glasses for ourselves. Unfortunately our group leader Jie Xuan, and Chelsea had a
clashing programme so couldn't attend which was very sad. At the
site we didn't have a clear direction of what to do and our
group was a bit lost but Tze Wei and I stepped in and managed to
come up with a few tasks for all of us to do:
-
Analyse and photograph the interior of Istana Satu, for
lighting, measurements, motifs, etc (assigned to all)
-
Map out the user journey from different entry/exit points
leading to Istana Satu
-
Museum Entrance (Joey, Ser Chen)
-
Car Park (Joey, Ser Chen)
-
MRT (Me, Tze Wei, Felita)
-
Museum Exit (Me, Tze Wei, Felita)
-
Interview Mr. Justin to understand his expectations for the
project + tech involved (Joey, Ser Chen)
Istana Satu Visit Video:
- Analyse and photograph the interior of Istana Satu, for lighting, measurements, motifs, etc (assigned to all)
- Map out the user journey from different entry/exit points leading to Istana Satu
- Museum Entrance (Joey, Ser Chen)
- Car Park (Joey, Ser Chen)
-
MRT (Me, Tze Wei, Felita)
- Museum Exit (Me, Tze Wei, Felita)
- Interview Mr. Justin to understand his expectations for the project + tech involved (Joey, Ser Chen)
Istana Satu Visit Video:
Interview Transcript:
Ser Chen needed some help with transcribing the interview to
include in the edited video, so I helped her with it.
From Speaking to Mr. Justin, we pin-pointed some important things
to keep in mind regarding the project. Mr Justin emphasised heavily
on the user journey and user experience, but also gave us notes
about the theme, marketing, ticketing etc. Tze Wei, Felita and I
discussed these as we travelled back home together.
Fig: Notes from client meeting
WEEK 9B: Design Proposal & Initial Concept Ideation - Ideate Stage
This week each of us were tasked with brainstorming and coming
up with some conceptual ideas. However I guess our group was a
little lost since no one really had ideas, myself included. I came up with the two initial ideas
which were roleplaying experiences around daily palace life of
historic roles.
Jie Xuan our group leader liked idea 1 and so expanded on the specifics
of the idea as shown below:
WEEK 10A: Concept Finalisation (Mak Yong) - Ideate -> Prototype Stage
Mr. Mike raised some important points about our initial Palace
roleplay idea. Following this, some of our group members proposed
that we center our project around
Mak Yong, an ancient Malay theatre form from Kelantan that
combines acting, singing, and dance to tell traditional
stories.
This concept offered greater potential as an immersive cultural
experience, allowing us to clearly define the era, adapt to Istana
Satu’s limited space, and connect directly to our main persona’s
learning goals.
In this revised storyline, visitors take on the role of a
spiritual guide or time traveller who journeys back in time to
help a young Mak Yong dancer rediscover her confidence and the
artistry of Mak Yong traditions. I found the idea both culturally
rich and fitting for our project particularly given Mak Yong’s
historical significance and its ban for pre-Islamic elements,
which makes it a lesser-known tradition worth preserving and
sharing with students.
However I was a little disappointed that this concept was
finalised and discussed without all group members present. This
made me feel somewhat left out and highlighted a sense of
disconnect within the group. I raised the issue of communication
so that we could ensure equal contribution and stay on the same
page.
At this stage, I was also unsure about my specific tasks. Later,
our group leader clarified the roles assigning Felita and me to
work together on the exhibition space decor, photobooth design,
and key visual.
I worked on creating the key visual.
The initial art direction was more traditional-based with warm and
earthy tones and accent neon colours from the Mak Yong costumes. Ser
Chen and Joey were in charge of coming up with the art direction and
creating the UI buttons, so I followed those to create my
part.
For the key visual I referred to the script and storyboard made by
Chelsea & Tze Wei who were in charge of defining the interaction
points and user experience. I referred to station 3 - Practice &
Instruments, particularly the interaction point involving the Mak
Yong musical instruments rebab, gendang, and
tetawak (see below).
|
| Fig: Station 3 User Experience |
We were on a time crunch, so I thought to keep things simple instead of building the visual from scratch. So I found relevant images of the 3 instruments, and a Mak Yong dancer and used Photoshop to separate them from their backgrounds. The output honestly looked very rough, but at this point I just needed for it to be done by our first presentation deadline so just made it so that our idea was communicated.
WEEK 10B : Proposal Presentation and Client Feedback
Our client gave us several suggestions for improvement. The
main points were to build a stronger rationale for why we chose
Mak Yong and to connect it clearly to our user research and
target demographic. They also advised us to refine the design
for youth appeal, enhance interaction (consider gamification),
and ensure consistent storytelling and branding.
WEEK 11: Mascot Design
This week we each worked in our sub team to refine our proposal
based on the client's feedback:
-
Research & Content Team (Felita, Joey)
-
Visual Design Team (Janaan, Ser Chen)
-
UX & Interaction Team (Chelsea, Tze Wei)
-
Mak Yong Pelakon Interview (Jie Xuan)
Ser Chen and I divided our workload as follows:
- Ser Chen
-
Mini research or moodboard: related to Mak Yong
patterns
-
Colour palette
-
Patterns, motifs/symbols (so we can copy and paste
these into buttons, character clothing
patterns/accessories, etc.)
- Me:
-
Mini research or moodboard related to Mak Yong
outfits
-
Character sketches
-
3D render (Pak Yong, Mascot)
Moodboard & Reference
I first looked up references for the mascot and Pak
Yong's character design and and made simple sketches so
that they can easily be modelled in 3D.
Fig: Character Moodboard
For our mascot, I didn't want to use something random so
chose between a tiger and bird since they are often
symbolically featured in Malay folklore and mythology. I
learned that Traditional Mak Yong stories sometimes
include bird imagery or characters representing birds, which
reflect themes like freedom, transformation, and messages
from the supernatural world. The graceful movements in Mak
Yong dance can also imitate birds’ flight, adding to the
ethereal and mystical atmosphere of the performance.
Ultimately, I chose the tiger because it is a powerful
symbol of strength, courage, and protection which are
qualities often featured in Malay folklore and thus very
fitting for Mak Yong’s dramatic and spiritual themes. The
tiger embodies the bold energy that balances the delicate
grace of the dance, making it a compelling and meaningful
mascot for our project.
To make it memorable I named our mascot Rimau, short for
harimau which means tiger in Malay.
Fig: Character sketches
Sadly I was not able to do the 3D model for Pak Yong since
the workload felt a bit heavy for me alongside balancing
with other modules.
- Research & Content Team (Felita, Joey)
- Visual Design Team (Janaan, Ser Chen)
- UX & Interaction Team (Chelsea, Tze Wei)
- Mak Yong Pelakon Interview (Jie Xuan)
Ser Chen and I divided our workload as follows:
- Ser Chen
- Mini research or moodboard: related to Mak Yong patterns
- Colour palette
- Patterns, motifs/symbols (so we can copy and paste these into buttons, character clothing patterns/accessories, etc.)
- Me:
- Mini research or moodboard related to Mak Yong outfits
- Character sketches
- 3D render (Pak Yong, Mascot)
Moodboard & Reference
I first looked up references for the mascot and Pak
Yong's character design and and made simple sketches so
that they can easily be modelled in 3D.
|
| Fig: Character Moodboard |
For our mascot, I didn't want to use something random so chose between a tiger and bird since they are often symbolically featured in Malay folklore and mythology. I learned that Traditional Mak Yong stories sometimes include bird imagery or characters representing birds, which reflect themes like freedom, transformation, and messages from the supernatural world. The graceful movements in Mak Yong dance can also imitate birds’ flight, adding to the ethereal and mystical atmosphere of the performance. Ultimately, I chose the tiger because it is a powerful symbol of strength, courage, and protection which are qualities often featured in Malay folklore and thus very fitting for Mak Yong’s dramatic and spiritual themes. The tiger embodies the bold energy that balances the delicate grace of the dance, making it a compelling and meaningful mascot for our project.
To make it memorable I named our mascot Rimau, short for
harimau which means tiger in Malay.
|
| Fig: Character sketches |
Sadly I was not able to do the 3D model for Pak Yong since
the workload felt a bit heavy for me alongside balancing
with other modules.
WEEK 12: Refined Art Direction
There was some confusion with the colour palette and general art
direction and we were at a standstill, so Chelsea took the
initiative and suggested a really bold and interesting art
direction with retro cyberpunk aesthetic to complement Mak Yong's
vibrant and neon costumes. This fusion highlights the traditional
brightness of Mak Yong while introducing futuristic, glowing
elements that appeal to younger audiences, creating a visually
striking blend of heritage and modernity.
At this point I also felt a bit more comfortable since we now had
a clearer art direction. Our aesthetic case studies involved
Chinese cyberpunk and Vietnamese neo traditional pop
(referencing Hát Bội, a Vietnamese theatre form).
WEEK 13: Reworking Rimau, Key Visual & Customer Journey Map
At this stage Jie Xuan and Tze Wei start creating the customer
journey map. In the meantime my main task was to update our key
visual and Rimau to reflect this new art direction. Once Chelsea
and Tze Wei redesigned the user flow and story script, I
referenced their storyboard and built the new key visual. The
musical instrument section was now updated and gamified (similar
to piano tiles).
Modeling the Gendang
Fig: Gendang reference images
Looking back I could've expedited the process by using a
pre-modelled Gendang, but I couldn't find any free ones. So I
looked for some online and studied them to create my own 3D model
of the gendang on Blender.
Fig: Blender workspace
I then duplicated the gendangs and tried to create the scene by
adjusting the camera angle and perspective, and adding
lighting.
To create the notes, instead of using random symbols, we thought
to apply traditional songket and batik symbols some of which are
often featured in Mak Yong costumes.
In addition to this, I also referenced a wonderful E-Book to
study the motif designs
Fig: Ethnic Motifs of Malaysia (link here)
I created the flat vector motifs on Illustrator.
|
| Fig: Gendang reference images |
Looking back I could've expedited the process by using a pre-modelled Gendang, but I couldn't find any free ones. So I looked for some online and studied them to create my own 3D model of the gendang on Blender.
|
| Fig: Blender workspace |
I then duplicated the gendangs and tried to create the scene by adjusting the camera angle and perspective, and adding lighting.
|
| Fig: Ethnic Motifs of Malaysia (link here) |
UI Layout
I then import the newly rendered scene into Illustrator and use
the UI buttons designed by Tze Wei to complete the
scene.
|
|
Fig: Rimau with upated colour |
WEEK 14: Merch Design
At this stage, Jie Xuan created the final task list for us
following the customer journey map. we are also working on the
final proposal slides. Felita and I were tasked with creating the
merch, photobooth, and station designs.
My tasks:
- Merch
- Stickers x3
-
Enamel Pins/badges x3
- Stations
-
Station 1 (Offering Table)
-
Station 4 (Battlefield/Storming Forest)
-
Station 5 Performance Stage
I watched some Mak Yong videos to reference some of the hand
gestures, headpieces, costumes, and other elements of the
performances.
- Merch
- Stickers x3
- Enamel Pins/badges x3
- Stations
- Station 1 (Offering Table)
- Station 4 (Battlefield/Storming Forest)
- Station 5 Performance Stage
|
|
Fig: Sticker/pin moodboard |
|
| Fig: Sketches |
|
| Fig: Illustrator Workspace |
In addition to finding mockups, I also designed the pin
backing boards, coming up with catchy phrases and
thoughtful naming to make them more engaging and
memorable for the audience, adding a layer of
personality that complements the overall theme of our
project.
Outcome:
|
| Fig: Sticker 1 Mockup |
|
| Fig: Sticker 2 Mockup |
|
|
Fig: Sticker 3 Mockup |
|
| Fig: Enamel Pin Pack Mockup |
|
| Fig: Pin 1 Design |
|
| Fig: Pin 2 Design |
|
| Fig: Pin 3 Design |
WEEK 15: Station Design
For the station design, I used Blender, creating some objects on
my own but mostly downloading free 3D assets to build each scene.
At this point I was also really really burned out because it felt
like the work was never-ending. I looked up some references for
each of the scenes I was tasked with.
Station 1: Offering Table
|
| Fig: Progress on Blender |
|
| Fig: Front view on Blender |
Station 4: Battlefield (Storming Forest)
Station 4: Battlefield (Storming Forest)
I made 2 variations for the background board to simulate scene
changes
Station 5: Performance Stage
I made 2 variations for the background board to simulate scene
changes
Station 5: Performance Stage
Fig: Station 5 Moodboard/Reference
|
| Fig: Station 5 Moodboard/Reference |
|
| Fig: Scene progress |
I could not complete this station and had to really rush and cut corners for this one. It is really unfortunate and I definitely acknowledge that it falls short by a big margin. But I really did try my best for the other two stations.
Outcome:
Station 1
|
| Fig: Station 4 lighting variation |
Station 5:
WEEK 16: Final Presentation
We had 3 rehearsal sessions before our final presentation.
Reflection
Experience
Now that the project is done, I can be honest in saying that
this was somewhat of a disappointing group experience for me :( But I
tried not to let this show to any of my group members as I did
not want it to affect our dynamic or progress, especially since
we were constantly behind. Our group felt somewhat disconnected,
and communication not always the best which I realised can greatly affect productivity and the quality
of the final work. Sadly I believe this disconnect was reflected
in our final design outcome, as our clients mentioned that the
visuals felt inconsistent and not seamless. It also felt as
though some members carried a heavier workload than
others. That said, I truly appreciate the members who gave their best
effort despite the imbalance. There were moments when we were all
aligned and on the same page, and those were the times when we had
the best momentum and produced our strongest work. Within my
own role, I recognise that my perfectionistic tendencies slowed my
progress at times, as I often spent longer refining my work than
planned. Fortunately, our group leader was understanding of this
and maintained a positive, encouraging attitude, which helped
reduce pressure and keep me focused on contributing my
best. This experience taught me that maintaining a positive
and resilient attitude can make a difference, even in challenging
situations. I also realised how much clearer communication and
shared accountability can improve group work, and I will carry
these lessons into future collaborations. Despite the challenges,
it was exciting to learn about Mak Yong and explore how
traditional art could be blended with futuristic influences. I
believe our art direction had strong potential, even if our
execution did not fully achieve what we had envisioned.
Observation
During the project, I noticed that the design thinking process
really helped guide our approach, especially in the early stages.
The empathy stage was particularly important, as learning about
Mak Yong’s cultural significance allowed us to think more deeply
about how to represent it respectfully while still incorporating
futuristic influences. Researching the traditions, costumes, and
performance styles helped me see the value of grounding creative
decisions in cultural context. Since our project was
AR-based, it was especially exciting to try the AR glasses for
myself and experience how our ideas could come to life in an
immersive way. This hands-on experience made it easier to
visualise how the audience might interact with the event and what
adjustments could improve usability and engagement. I also
observed that user-focused decisions shaped the direction of our
work. Considering the needs and expectations of our target
audience (youth) encouraged us to think about accessibility,
visual clarity, and how to blend tradition with modern appeal in a
way that would resonate with them. While not all of these ideas
translated perfectly into our final outcome, the process showed us
how important it is to keep the end user in mind throughout every
stage of design.
Findings
This project showed me how design process and teamwork directly
affect results. Immersing myself in Mak Yong’s heritage and
experiencing WarisanXR deepened my understanding of adapting
tradition into interactive formats. As a non-Malaysian, I felt
responsible to approach the subject with cultural sensitivity,
aiming to honour it while engaging modern audiences. It also
inspired me to consider using AR for cultural revival in my own
country. From a collaborative side, moments of full
participation produced our strongest, most unified work. I
learned that combining empathy, cultural research, and
user-focused thinking with consistent teamwork leads to
meaningful outcomes.



































































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