PROJECT 03 / CASE STUDY

Echo Hunt

A mobile AR exploration prototype that turns childhood objects and familiar public spaces into an active memory-collection experience.

MY ROLE

Product Designer · UX Designer · Unity Developer

DURATION

Jan 2025 - Apr 2025

TEAM

Solo project · all research, product, visual and technical work by me

TOOLS

Unity · ManoMotion · AR · 3D asset design · Wenjuanxing

Echo Hunt mobile AR prototype revealing childhood objects in an amusement park
PRIMARY CONTRIBUTION

I framed the opportunity, conducted the research, designed the product system and visual language, built the Unity AR demo and tested its interaction core in three physical contexts.

CURRENT OUTCOME

A concept-to-interactive prototype in which AR scene activation, 3D item rendering and ManoMotion collect/discard gestures were built and tested; the wider map, library and social ecosystem remains a visual concept.

01PROBLEM / EVIDENCE

TARGET USERS

18–28-year-old Gen Z students and early-career young adults who encounter Chinese Dreamcore through short-form video and streaming media.

How might familiar real-world places become active portals to childhood memory instead of remaining passive Dreamcore images on a screen?
RESEARCH EVIDENCEPRODUCT JUDGMENTFEATURE DECISION
01

72 of 209 respondents associated Dreamcore’s appeal with nostalgia for childhood — the largest response group.

Anchor the experience in recognizable objects from users’ formative years.

Four location-specific collections of transformed childhood objects.

02

Interviewees connected Dreamcore with familiar childhood elements and relief from present-day pressure.

Use real places with autobiographical meaning, not a fully fictional game world.

School, snack street, amusement park and public-square contexts.

03

Dreamcore is usually consumed passively through short video and streaming content.

Turn nostalgia into a physical act of searching, reaching and collecting.

Location → AR reveal → gesture → collect → memory library loop.

SURVEY · N=209 + INTERVIEWS · N=3

Nostalgia is both recognition and relief.

An online survey mapped the emotional appeal of Chinese Dreamcore. Three semi-structured interviews then connected those signals to childhood familiarity, present-day pressure and the value of revisiting memory through place.

SAMPLE209 survey responses · ages 18–28
METHODWenjuanxing survey + 3 semi-structured interviews
FIELD DATESInterview · Jan 21, 2025
RECRUITMENTWeChat Moments and interest-group chats
34.4%

Childhood nostalgia

72 of 209 respondents selected nostalgia for childhood as the primary reason people enjoy Chinese Dreamcore.

27.8%

Social change

58 of 209 connected its appeal with social change, reinforcing the link between memory and present-day uncertainty.

68.9%

Resonance or escape

126 of 183 reported either strong emotional resonance or a brief escape from reality.

INTERVIEW SYNTHESIS · N=3

One representative voice, one shared pattern.

Portrait of one Echo Hunt research participant with identity concealed01
Anonymous participantRepresentative response from three interviews
Chinese Dreamcore feels familiar and intimate because it is composed of elements from my childhood. Nostalgia may also be a way of resisting present-day pressure and beautifying memories.
PRODUCT IMPLICATION

Design around concrete childhood objects and familiar places, while keeping the experience exploratory rather than prescribing one fixed memory narrative.

The second survey question was shown only to respondents familiar with Chinese Dreamcore, producing 183 valid answers. Percentages below are calculated from the supplied response counts; survey field dates and interview recruitment details were not recorded in the source material.

02SYSTEM / SCOPE

SYSTEM ARCHITECTURE

Separate the working AR interaction core from the future product ecosystem.

PROTOTYPE STATUS

The Unity demo proves scene activation, 3D rendering and ManoMotion gesture collection. Character creation, navigation, filters, persistence, library, community, chat and exchange are UX concepts, not shipped functionality.

01
Location context

School, amusement park, snack street and public square define the memory collection.

VISUAL CONCEPT
02
AR scene activation

The mobile camera opens the real-world collection scene.

BUILT & TESTED
03
3D item rendering

Location-specific childhood objects are placed into the live camera view.

BUILT & TESTED
04
ManoMotion recognition

Hand tracking interprets the user’s collection and discard gestures.

BUILT & TESTED
05
Collect / discard

A successful gesture resolves the object-level interaction in the demo.

BUILT & TESTED
06
Library + social layer

Filters, persistence, personal library, chat and exchange extend the proposed loop.

VISUAL CONCEPT

DESIGN + BUILD EVIDENCE

From emotional premise to a testable interaction core.

The product was intentionally scoped as a working AR interaction demo inside a broader concept experience. Every image below is labelled by its actual completion level.

01PRODUCT CONCEPT

Core experience loop

Users move through a meaningful place, reveal a transformed childhood object, collect it through a hand gesture and gradually assemble a personal memory library.

Location → search → AR reveal → gesture → memory collection
02VISUAL CONCEPT

Concept UX flow

The proposed mobile flow connects navigation, camera activation, gesture guidance, collection feedback and the personal inventory.

Map interface
AR item reminder
Gesture collection
Memory inventory
03BUILT & TESTED

Gesture interaction prototype

Unity and ManoMotion were combined to recognize the hand, surface an interaction cue and complete the collect gesture against a live camera scene.

01 · Hand acquired
02 · Pick gesture
03 · Hold state
04 · Collection feedback
043D CONTENT SYSTEM

Location-specific memory objects

Each environment uses a distinct set of remixed objects from the 2000s, making the collection recognizable without reproducing one literal memory.

School
Amusement park
Snack street
Public square
MVP

One live camera scene, rendered memory objects, ManoMotion hand recognition and working collect/discard gestures.

DEFERRED

Character creation, real location navigation, filters, saved inventory, community, chat and item exchange.

TECHNICAL LIMITATION

The demo validates the interaction core, but does not yet prove GPS navigation, persistent collections or reliable recognition across devices, lighting conditions and crowd density.

03PROTOTYPE / TEST

TECHNICAL FIELD TRIALS

The interaction ran in three increasingly complex physical contexts.

03.1

Classroom

An indoor trial established that the AR objects could remain visible and the collect gesture could be recognized against a controlled, repeated background.

03.2

Snack street

The prototype was taken into a visually dense commercial environment to check whether live objects and hand tracking remained legible amid signage and movement.

03.3

Amusement park

A bright outdoor scene tested the core interaction against strong daylight, moving visitors and a larger spatial backdrop.

VALIDATION BOUNDARY

Technical field trials, not a moderated usability study.

These trials show that AR rendering and gesture collection can run in three real contexts. Participant-level completion rates, recognition error counts and comparative usability metrics were not recorded, so no behavioral impact is claimed.

NEXT VALIDATION

Connect one real location trigger to the working AR interaction, add a visible button fallback, then run 5–8 moderated sessions measuring discovery, gesture success, fallback use and whether the collected objects evoke personally meaningful memories.

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