Our group (Irwin Qi, Will Politan, Rani Qiaochu Kang and Jude Zhu) decided to create a guidebook / sorting website for filmmakers, creative directors, sport professionals, and students.
Stakeholders
Thanks to Irwin, we have a list of our stakeholders:
Creative Director
Creative directors serving for advertising agencies usually need to pick the best channel or select certain media for the advertising campaign. While traditional media like newspapers or magazines are straightforward and easy-to-understand, the emerging media is a combination of confusion. Example like, virtual reality and mixed reality requires speciality headset and limited accessibility for certain user groups, the augmented reality could be easily accessed by user through Apple or Google’s ARToolkit. Also most agencies lack programmers so they don’t have the resources to create AR apps without outsourcing.
Students
Learning the difference between mediums and how to utilize it better. Learning to develop software and hardware related to the field. Students will also take classes with MR, depending on the circumstances and subjects they are taking. This can be very useful for those who can’t be physically present.
Filmmakers
Filmmakers and artists will continue to experiment and use these emerging technologies in their work. Those looking to tell their stories in new mediums such as VR, AR, and MR could use our system to decide which is the best approach to go with. Many traditional visual stories could be converted to these new mediums and these cards will help facilitate that process.
Artists
Artists can paint now in 3D, but they must use the VR headset to do so. There would be some new art forms, not necessarily related to filmmaking. Not necessarily replacing the traditional way. VR can also be used in the fashion industry to see what a piece looks like on someone before making it. Saves a lot of material, but might take more time in prototyping.
Sports
Sport games. Sport practices. Saves much space. Can practice anywhere. To some extent the effect of practicing with VR should be the same, but might lack an atmosphere.
Research Methods
We then chose Interview and Survey as our research methods to know more about our stakeholders.
This is the survey Rani created for students: https://forms.gle/7XPPmALT2vJz1Bh88
Based on the responses we received, Will created an amazing interactive graph to visualize the data: https://infranodus.com/wpolitan/google_201124T1658
I then conducted some interviews with the stakeholders. These are some quotes about why they use VR/ AR/ MR for their field.