Codes by Shrey

Swift AR + Museum Learning

Praxik

A Swift AR project for museum learning, using augmented reality interaction to make exhibit content more spatial, playful, and discoverable.

Focus

  • Swift and ARKit product prototyping
  • Science Museum of Minnesota learning context
  • Spatial interaction and exhibit engagement
  • Education technology through embodied discovery

Project Direction

Praxik frames augmented reality as an educational interface: a way for learners to connect visual exhibit material, spatial placement, and interactive discovery.

Implementation Lens

The work is best understood as Swift AR prototyping: scene setup, asset placement, visual interaction, interface constraints, and the challenge of making digital objects feel learnable in physical space.

Learning Lens

The museum context matters because good AR is not just visual novelty. It should help a visitor notice, compare, ask questions, and remember what they encountered.

Portfolio Relevance

This route shows the embodied-interface side of the portfolio: spatial computing, public learning environments, and interaction design beyond conventional web screens.

Process + Progress

Praxik is now positioned as its own AR learning project rather than a healthcare AI page. The page can later absorb screenshots, video, or a concise build walkthrough without touching the Xcode source.

Context

Science museum learning experience with spatial content and discovery-oriented interaction.

Project route established.

Prototype

Swift AR implementation exploring camera-based interaction, 3D placement, and learner engagement.

Xcode source retained separately.

Evaluation

Future page expansion can document usability, onboarding friction, interpretive clarity, and exhibit fit.

Next portfolio artifact.

Portfolio

Use Praxik to show embodied interfaces, spatial computing, and educational product thinking.

Current public positioning.

Technical Skills Demonstrated

Swift AR Prototyping

Mobile AR implementation, spatial placement, asset handling, and embodied interface constraints.

Exhibit Interaction

Designing for curiosity, onboarding, public use, and educational clarity in a museum context.

Spatial Product Thinking

Connecting physical context, learner attention, and digital augmentation into one experience.