This was an project completed in a learning studio at Purdue University


By Camile Hardt | camilehardt.com

Brief Project Overview

Our goal within this design space was to enhance the virtual concert experience. SM Entertainment, one of the largest Kpop entertainment companies, currently creates MR concerts for streaming which is the backdrop of our project. Our team is designing for AR on top of the existing MR virtual concert to enhance opportunities for audience engagement and give them a tangible object to remind them of the concert experience.

Date

4 weeks

Role

Prototyping, User Journey Mapping, and iterative ideation

Team

Camile Hardt (Me), Emily Duh, Jarred Porter, and Raghav Mandadi


Photo Cards

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Through interviews and research into online communities, we found in live in-person K-pop concerts, loyal fans will print signs and purchase unofficial photocards to hand out to other fans at the concert venue to show support and have physical memorabilia. In the online environment, dedicated fans do not get to keep "earned" memorabilia after virtual concerts so they need more places to engage throughout the concert experience. Our team focused in on increasing engagement during the virtual concert by creating way for fans to get memorabilia for virtual concerts.

Photocards are Polaroid-sized collectibles found inside physical music albums or sold in official events with the portraits of different band members. There are a limited number of random photocards included in each physical album featuring solo portraits, which makes them collectibles, with some rare photocards being resold for hundreds of dollars.


Final Experience Touchpoints

For our experience, we are digitizing collectible photocards. These cards will be available during the concert to collect by fans clicking on different AR objects throughout. The cards unlock specific features at the end as a form of memorabilia to remember their K-pop concert.

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Touchpoint 1

During the concert people are looking for the objects that release a photocard. While the artists are performing, fans will see the video and search for digital objects that look out of place, are glowing, or look like they can be clicked on with an outline or change of cursor.

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Touchpoint 2

Once a photocard trigger is spotted, fans would click on the objects that are presented in the AR space to then collect the photocards. The cards are only to be seen for a certain amount of time before they disappear and automatically upload into the companion app that they would download before the concert to store in a photocard library.

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Touchpoint 3

With the companion app to the concert, fans would have stored a collection of the photocards from the concert as digital memorabilia. The collection would be unique to that specific concert they attended. After the concert when fans go to look at these photocards, they would unlock a AR filter within the companion app. With this filter, fans can ‘create’ their own photocard in the same theme as the ones collected throughout the concert. Once they capture a picture with this filter, they can share that via other social media platforms (such as Instagram or Snapchat).


User Journey Map

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