Codes by Shrey

Swift AR + Museum Learning

Praxik

An 11-week Swift and ARKit internship project for museum learning, moving from Adobe XD concepts into a functional iOS AR prototype with camera-based interaction, plane detection, and spatial object placement.

Focus

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

People

The user is a museum visitor in a public learning environment. They need fast onboarding, clear status feedback, and interaction that supports curiosity without making the phone the whole experience.

Product

The result was a functional AR learning prototype showing spatial computing range: camera view, crosshair/status feedback, touch-to-place anchors, SceneKit assets, and exhibit-oriented discovery behavior.

Problem

Museum learning can become passive when visitors only read labels or look at static displays. The design challenge was to use AR to make discovery more active and spatial without distracting from the exhibit itself.

Process

I worked through Adobe XD concepts, stakeholder critique, Xcode/Swift implementation, ARKit world tracking, plane detection, SceneKit asset placement, and demo-ready interaction milestones.

Process + Progress

Praxik is positioned as a completed AR learning project: a compact example of taking a client-facing idea from visual design into a Swift/ARKit prototype.

Concept

Defined how AR could turn exhibit content into a more active scavenger-hunt style learning interaction.

Adobe XD and client-facing concept direction.

Build

Implemented mobile AR behavior with Swift, Xcode, ARKit, world tracking, plane detection, and SceneKit assets.

Functional prototype direction retained in local source.

Interaction

Used camera view, crosshair/status feedback, and touch-to-place behavior to make spatial placement understandable.

Early spatial computing pattern.

Learning

Framed AR as a way to make exhibit discovery more memorable through interaction, motion, and context.

Education technology and embodied learning relevance.

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.