ARBat
Introduction
The visualisation displayed on flat mediums as desktops usually separate the data source from the user context. The characteristics of mobile devices as portability and mobility support users to access the data regardless of the time and space. With the mobile Augmented Reality(AR), users could gain additional information around their views in the context.
The Queen Elizabeth Olympic Park (QEOP) is regarded as the sustainable park in London. Currently, fifteen smart bat sensors are deployed and tested in the QEOP to capture bat calls as the bat fly past, and process data of ultrasonic calls by advanced machine learning algorithms to immediately identify the species of bat.
A mobile AR app called ”ARBat” was designed and developed to visualise the sensed data of bat detected in the Queen Elizabeth Olympic Park.
Design Goals
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Visualise the data of bat calls detected by the bat sensors in the QEOP by mobile AR technique
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Provide the public sufficient information to learn about the wild animals in the city and increase their awareness of the environment.
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Increase the interactivity between users and the QEOP.
Methodologies
The design was followed by the iterative design process. The lo-fi prototype was built by the paper in the early design stage for communication and testing. The hi-fi prototype was built iteratively to refine the usability and complete the functions. The interactive hi-fi prototype was developed by Unity3D and Vuforia. The final prototype was deployed on an iPhone 7 running iOS 10. The core tasks of the visualisation were based on the Task by Data Type Taxonomy(Shneiderman, 1996).
Design Process
TIME & PLACE
Jun - Sep 2017
London, UK
MY CONTRIBUTIONS
Ideation
Interaction Design
Development
LEARNED & PRACTICES
Unity 3D
Mobile AR
Information Visualisation
Visualising bat activity with mobile AR to engage public users




From Lo-fi to Hi-fi prototype

Map Page

Visualisation Page
Usability Testing
The prototype was tested with 5 real users. Usability testing and semi-structured interview were the methods used in this study. A user scenario was displayed to guide participants to walk through the design. Participants were required to think aloud while using the system. Usability testing can test the performance of the system, while qualitative study as interviews can learn about the thought and the opinions from users.
Usability in the QEOP
Test Result

Information Flow