Context
Final Result
Design Moments
Impact
Reflections
Context

Why It Exists

The brief was open-ended: build something creative around immersive design. We wanted to explore interaction beyond the screen, starting from a simple question: What if a printed card could become the gateway to a 3D experience that can't physically fit inside it?

Result

The Final Experience

Three inventors. Three inventions. One physical-to-digital interaction. Scan an inventor, find their invention, and bring it to life in AR.

Physical cards

Printed inventor and invention cards become the entry point into the experience.

Browser-based AR

MindAR recognises the cards through the device camera, with no app installation required.

3D reveals

Three.js renders and animates each invention as it appears in the user's space.

Layered interaction

Audio accompanies each reveal, while a minimizable information card keeps context available without competing with the AR object.

Invento in use — full scan-to-reveal flow
Process

Key Design Moments

Four moments shaped Invento — from a simple scan-and-reveal prototype to a tested and more deliberate AR interaction.

01 From Open Brief To First Prototype

Starting Simple

With one week to go from idea to a working WebAR experience, the first prototype stayed deliberately narrow: scan an inventor card, and the invention appears in AR with information and audio. The challenge wasn't getting a 3D model on screen — it was making the interaction understandable, responsive, and enjoyable.

02 Earning The Reveal

Making It A Game, Not Just A Trigger

The first version worked, but the reveal felt too passive. We added a matching layer: the user identifies the correct invention before seeing it come to life, and a wrong match gives a hint instead of a dead end.

Scan inventor → scan invention → match → bring it to life. The interaction became a small learning game rather than just an AR trigger.
03 Putting It In People's Hands

Testing With Real People

Once the prototype worked, we put it in people's hands and watched what they actually did. Five problems surfaced:

The reveal took too long
Models sometimes loaded after the information and audio had already appeared.
Users didn't always wait
Some moved the camera away before the AR appeared.
The sequence wasn't obvious
People weren't sure whether to scan the inventor or invention first.
The UI competed for attention
Too many elements competed with the AR experience itself.
The loading state was confusing
People interpreted it as the scanner itself still loading.
✕ A problem we faced

The Wall We Hit: The Reveal Outran The Model

The info card and audio could appear before the 3D model had finished loading, making the reveal feel broken.

Rather than trying to speed up the model itself, we preloaded all three invention models when the experience starts. By the time a match is found, the reveal is ready.

04 Rebuilding Around What We Saw

Turning Observations Into Changes

Each observation became a specific interface change — shown here against the screens it came from.

Before Old screen — unclear scanning order

Scanning order wasn't obvious and people tried both cards at once.

After Refined screen — one instruction at a time

One instruction at a time: "Scan Inventor," then "Scan Invention."

Before Old screen — crowded interface

Instructions, progress and AR all competed for attention, making it cluttered.

After Refined screen — simplified interface

Simplified interface — only what's needed for the current step.

Before Old screen — model revealing late

Audio and information appeared before the 3D model was ready.

After Refined screen — models preloaded

Models are preloaded and ready when the match is confirmed.

Impact

What Changed

We compared the early and refined versions across three measures to see what actually changed.

14s → 4–5s
Time To AR Reveal

From a successful match to a visible 3D model.

3/10 → 9/10
Completed The Interaction Independently

Reached the AR reveal without assistance.

2/10 → 8/10
Understood The Scan Sequence

Inventor → invention, without additional explanation.

LEARNINGS

Reflections

A Working Prototype Isn't Necessarily An Understandable One

The camera can recognise the card, the model can load correctly, the AR can fire exactly as intended — and a user can still wonder what to do next. Testing shifted our focus from making the technology work to making the experience make sense.

Physical Actions Are Part Of The Interface

Moving a camera, holding a card steady, searching through a pile — in an immersive interface, these count as interaction too, not just a prelude to the "real" screen.

More Work