These are the first initial planning diagrams for SuperstAR. While they did change and grow throughout development, our main concept of three sections of augmented reality puzzles leading up to a projection-mapped finale stayed our main goal.
A simple example of the tablet interface aesthetic. We wanted a guide-like character throughout the entire experience to prompt the player along the way, giving them any needed instruction and maintaining a through storyline.
The first room is Jazz which would be represented through a jazz club-like environment. Participants will have to line up graphics on their tablet and within the physical room (within picture frames) to find the passcode to move forward.
The second room is EDM/Rap. The player will look out a "window" to see a vibrant techno-city with colorful neon lights and buildings. Participants are prompted to scan their surroundings and look for various objects through the window to answer music-related trivia questions.
The third and final room is Pop which is in the setting of a recording studio. Here, the participant will have to interact and sing to a circuit board (attached to a microphone prop) until it successfully reaches the correct sound level and unlocks a phrase to solve their final clue.
During development, "superstAR" was referenced in a Maryland Today article covering the Immersive Media Design incubator! Check out Karen Shih's article out here.
Our physical in-classroom demo setup for the team from the NextNow arts festival. We ended up being chosen as one of three works showcased for two days at the festival!