Apparently I am on day 64 of my internship. I need a minimal 85 days to get my credit, which shouldn't be an issue because I officially got a contract till June 20. Even with some official days off due to holidays, I should easily get those required days.
Currently working on my final test round, which will be full AR experience with some storytelling and game-elements. I am really happy that a fellow intern is building it for me, as I have zero experience in coding/building in Unity. The regular employees are really busy with a big deadline, so yay for interns!
It's a pretty nice partnership we got together. He builds stuff for for me, I give User Experience feedback on his projects. I do realise now how developers might feel, when having do deal with a designer whom barely knows anything about the backend part (even tho I got web-coding experience). It's why I try to present a proper, detailed storyboard with all required scenes and a folder with all assets (pictures and markers) to make it easier for him to understand what I want.
It's not really fancy, but this is one of the art objects I made for the user test. A blueprint of a fictional machine, with obviously fake, unrealistic numbers and functions. I really didn't bother measuring the stuff properly =P Plus it's not supposed to be overly complicated. For now a final design, unless it doesn't work that well in the application itself. It may look fairly nice on a big screen but might look/function horribly on a smaller screen.

I really need to stop interrupting him while he's actually building tho, pointing out stuff he has missed, which turn out to be stuff that's next to be added. Whoops? I should have more faith in him, awaiting the finished product before I give feedback. It doesn't help that I sit next to him, so it's easy to turn my head to the left and glance at his monitor.
Anways, back to work. I still got many items to create in Photoshop and the deadline for the user test is May 16.
~*~Maru~*~
Currently working on my final test round, which will be full AR experience with some storytelling and game-elements. I am really happy that a fellow intern is building it for me, as I have zero experience in coding/building in Unity. The regular employees are really busy with a big deadline, so yay for interns!
It's a pretty nice partnership we got together. He builds stuff for for me, I give User Experience feedback on his projects. I do realise now how developers might feel, when having do deal with a designer whom barely knows anything about the backend part (even tho I got web-coding experience). It's why I try to present a proper, detailed storyboard with all required scenes and a folder with all assets (pictures and markers) to make it easier for him to understand what I want.
It's not really fancy, but this is one of the art objects I made for the user test. A blueprint of a fictional machine, with obviously fake, unrealistic numbers and functions. I really didn't bother measuring the stuff properly =P Plus it's not supposed to be overly complicated. For now a final design, unless it doesn't work that well in the application itself. It may look fairly nice on a big screen but might look/function horribly on a smaller screen.

I really need to stop interrupting him while he's actually building tho, pointing out stuff he has missed, which turn out to be stuff that's next to be added. Whoops? I should have more faith in him, awaiting the finished product before I give feedback. It doesn't help that I sit next to him, so it's easy to turn my head to the left and glance at his monitor.
Anways, back to work. I still got many items to create in Photoshop and the deadline for the user test is May 16.
~*~Maru~*~
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