Headset
AUGMENTED REALITY
The third phase of the project was designing an interaction for augmented reality. I chose to design a mail-in card that offered both a discounted subscription and exclusive content when the user downloaded the AR app Augment. After downloading and scanning the card, the app tracks the Michelle Obama cover on the card and loads a GIF model, which gives a preview of the exclusive content and provides the user with the promo code for the discount at the end. The images below show the card in context, the model being scanned, and the GIF model in action.
Virtual Reality
The culmination of the project was a web-based VR experience built on A-Frame to complement the magazine and to appeal to its readers. I developed my experience around the concept of a library or archive, allowing readers to browse past editions of the magazine. I chose this direction because the affordances of both Vanity Fair and virtual reality curate a leisurely experience. The users wears a Google Cardboard headset and interacts with the experience by hovering over an element long enough for the cursor to focus and click. I spent most of my time writing the JavaScript code to make the magazine covers animate when the year is clicked, which I learned drastically slows down the experience as it reloads the scripts every frame. Below is the result: a prototype for a Vanity Fair Virtual Reality experience, and the process steps that led to it.
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