Project Direction
Praxik frames augmented reality as an educational interface: a way for learners to connect visual exhibit material, spatial placement, and interactive discovery.
Swift AR + Museum Learning
A Swift AR project for museum learning, using augmented reality interaction to make exhibit content more spatial, playful, and discoverable.
Focus
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.
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.
Science museum learning experience with spatial content and discovery-oriented interaction.
Project route established.
Swift AR implementation exploring camera-based interaction, 3D placement, and learner engagement.
Xcode source retained separately.
Future page expansion can document usability, onboarding friction, interpretive clarity, and exhibit fit.
Next portfolio artifact.
Use Praxik to show embodied interfaces, spatial computing, and educational product thinking.
Current public positioning.
Mobile AR implementation, spatial placement, asset handling, and embodied interface constraints.
Designing for curiosity, onboarding, public use, and educational clarity in a museum context.
Connecting physical context, learner attention, and digital augmentation into one experience.