Decarl AR Application

An overview of the process that led to the creation of an augmented reality art sharing application.
Figma Libraries
Multi-Disciplinary Teamwork
Project Management
AR/App design
Project Overview
I find it exciting when a university project is centred around project work, and the Design Computing Studio course I undertook in 2023 proved to be both hands on and challenging. The application that my team and I created in this course is called Decarl and is an augmented reality, art-sharing platform.

Decarl allows users to upload digital art to various locations, which can then be viewed by others through their phone cameras in an Augmented Reality (AR) capacity. The use of walls and buildings as canvases for digital art, mimics the way graffiti functions, however in a less intrusive way. Over the course of the project, I gained and practiced a wide range of skills in the areas of teamwork, design and development.
Why 'Decarl'?
The name 'Decarl' emerged from a combination of the words 'AR' which reflects the AR functionality of the application, and 'Decal' which is an image that is printed onto sticker paper and then transferred to another surface. Thus 'Decarl' was born.

Phase 1 - Ideation & Research

On receiving our brief, we began the brainstorming process. This included the planning of functionality and features, as well as the aesthetic direction of the application. We also considered a range of factors such as ethical and security risks involved in an art sharing program. Further, we undertook market research to identify other players in the virtual art sharing space.

We wanted to create a modern, high contrast application that would resonate with the target audience (artists and young people) and reflect the street art theme of the application. Thus, we made the design choice to follow the neo-brutalist aesthetic with a pastel colour scheme. Below is a mood board created during the brainstorming phase:

Phase 2 - Wireframes

Using Figma, the other designers and I worked on creating low-fidelity prototypes in the form of wireframes. Based on the our initial ideation and planning, we developed wireframes, which would be the subject of our first round of user testing.

Phase 3 - User Testing

User testing and evaluation was a very important element of the project. My team and I implemented a range of user-testing techniques and collected both qualitative and quantitative results. We wrote detailed testing plans, and ensured that our results gained insight into both functionality, as well as interface design and aesthetics. We took an Agile approach to the project, which led to user testing being undertaken frequently throughout each prototype iteration. Testing types included:

Phase 4 - Component Library Development  

Once the initial testing had been undertaken and the aesthetic direction for the application had been identified, we began to create component and asset libraries in Figma. Developing these libraries was integral to the design and development process, and provided the opportunity for me to gain stronger proficiency using this aspect of Figma.  

Phase 5 - Prototypes  

With component development underway, and initial wireframe testing undertaken, we began to develop multiple iterations of medium and high-fidelity prototypes. Each iteration underwent testing, and was updated according to user feedback. This was then implemented in the application. Development tools included Flutter, Firebase and AR Core. Our team was new to developing for Augmented Reality, which proved to be a difficult yet rewarding challenge, as we collaborated to transform the prototypes into a functioning AR application.

Phase 6 - MVP


As per the project brief, we created a minimum viable product which we presented at the faculty showcase evening. After many rounds of testing we were proud of our end result. The MVP meets the requirements of the brief and allows users to upload their art to specific buildings and locations using AR technology. Here are some screens that represent a snapshot of the final product:

Phase 7 - Future Considerations

There are a range of future considerations to take into account were the Decarl project to be continued and distributed:

1. Art Creation Tool: We would like to introduce a feature for creating digital art directly within the app, rather than uploading artworks.

2. Location and Content Management: Implementing restrictions for uploading art to “off-limits” locations and enhanced content monitoring would ensure compliance with community guidelines. This would be a vital consideration if the platform were to be made public.

3. Commercial Potential: Exploring additional functionalities to improve user experience for potential commercial distribution, would be another avenue to explore in later stages of development.

Long-term Vision: With a robust MVP foundation, the Decarl app aims to blend street art with digital media, offering an innovative and immersive experience.

Leadership & Project Management
In addition to tangible contributions to the development of Decarl, as elected team leader I focused on the overall teamwork process and administration side of the project. This included organising frequent team meetings via communication channels, collating and submitting snapshots of design work, presenting at various project milestones, communicating our team’s progress with our tutor, and checking in with the team members regularly throughout the project. This role allowed me to further develop and practice leadership and organisation skills over the course of the semester. 
Reflection
Over the course of the project, I developed and improved in a range of areas:
The project was successful overall, however something I plan to do differently next time is to learn more about other aspects of the application in greater depth, specifically the back-end functionality. This would add value to the team and would result in a more holistic learning experience.