Abstract metalic shape
Abstract metalic shape
Abstract metalic shape
Abstract metalic shape

DrawAR

Beyond Pixels and Paint.

Beyond Pixels and Paint.

A further look into our ideation process

  • DrawAR

  • DrawAR

  • DrawAR

  • DrawAR

  • DrawAR

Social Setting

Social Setting

Social Setting

Imagine…

In cities, you often see streets filled with art–from graffiti to detailed murals. As you sit on a bus stop near a blank wall, you wonder what it would be like to draw on it with your friends. 

Green glass-metallic background with statistic cards
Green glass-metallic background with statistic cards
Green glass-metallic background with statistic cards

Literature Review

Literature Review

Literature Review

Initial Research

To begin our project, we used Google Scholar to research academic literature that provides insights into the social computing landscape. Various research papers provide essential insights for developing our concept idea. Our key takeaways are the following:

  • Integrating social/collaborative features to build a supportive community that connects users with each other and their local environments (Bulbitz et al., 2019).

  • Incorporating accessible and simple design elements to encourage participation and more engagement.

  • Using content moderation/regulation to maintain a safe and positive user environment (Gui and Kou, 2023).

  • https://dl.acm.org/doi/pdf/10.1145/3569219.3569367

  • https:/www.journals.uchicago.edu/doi/full/10.1086/705023

  • https:/dl.acm.org/doi/pdf/10.1145/3563657.3595960

Competitors

Competitors

Competitors

Competitive Analysis

Existing competitors (and inspirers) found during our research phase.

  • Roblox Spraypaint

    Roblox

    Users can create graffiti pieces in real-time. Benefits include it being integrated on a popular, accessible platform & a simple interface. Weaknesses include lack of moderation.

  • JamSpace

    Discord

    JamSpace is another real-time collaborative drawing platform (usually on Discord). Benefits include cross-platform accessibility & customizable workspaces. Weaknesses include a limited social ecosystem.

  • Miro

    Miro Company

    Miro is a collaborative online whiteboard platform for teams to work visually in real-time. Benefits include intuitive interface & suitability for teams of all sizes. Weakness include a paywall (limited functionality) & dense interface/tools.

  • Roblox Spraypaint

    Roblox

    Users can create graffiti pieces in real-time. Benefits include it being integrated on a popular, accessible platform & a simple interface. Weaknesses include lack of moderation.

  • JamSpace

    Discord

    JamSpace is another real-time collaborative drawing platform (usually on Discord). Benefits include cross-platform accessibility & customizable workspaces. Weaknesses include a limited social ecosystem.

  • Miro

    Miro Company

    Miro is a collaborative online whiteboard platform for teams to work visually in real-time. Benefits include intuitive interface & suitability for teams of all sizes. Weakness include a paywall (limited functionality) & dense interface/tools.

  • Roblox Spraypaint

    Roblox

    Users can create graffiti pieces in real-time. Benefits include it being integrated on a popular, accessible platform & a simple interface. Weaknesses include lack of moderation.

  • JamSpace

    Discord

    JamSpace is another real-time collaborative drawing platform (usually on Discord). Benefits include cross-platform accessibility & customizable workspaces. Weaknesses include a limited social ecosystem.

  • Miro

    Miro Company

    Miro is a collaborative online whiteboard platform for teams to work visually in real-time. Benefits include intuitive interface & suitability for teams of all sizes. Weakness include a paywall (limited functionality) & dense interface/tools.

By implementing the collaborative and moderation features that our competitors lack,

we aim to make DrawAR a more novel experience.

Social Opportunity

Through literature review and competitive analyses, we've identified current issues within collaborative drawing platforms.

Making Public Art Accessible

Traditional murals are static and limited. They:


  • Require numerous resources (such as paint).

  • Are bounded by physical space, limiting the number of users.

  • Are static, reducing interactivity and making it low in discoverability.

  • Heavily skewed towards individuals with experience.

Traditional murals are static and limited. They:

  • Require numerous resources (such as paint).

  • Bounded by physical space, limiting the number of users.

  • Are static, reducing interactivity. Discoverability of murals to draw on is also low and heavily skewed towards individuals with experience.

Traditional murals are static and limited. They:

  • Require numerous resources (such as paint).

  • Bounded by physical space, limiting the number of users.

  • Are static, reducing interactivity. Discoverability of murals to draw on is also low and heavily skewed towards individuals with experience.

What Current
Platforms Lack

Competitors include Magma, Miro, Spraypaint (on Roblox). Based on our research, we found they lack:

  • Proper moderation.

  • Doesn’t foster interaction between users.

  • Lack situatedness (using features of real world environment to bring users together).

Our Solution

  • Implement collaborative features that our competitors lack.

  • Make it a more interactive experience to bring users together.

  • Leverage AR and digital platforms to support more concurrent users and make art more accessible to all.

Preliminary User Research

Preliminary User Research

Preliminary User Research

We conducted 6 in-depth user interviews.
Here are our findings.

We have experience with bringing results

5/6

5/6

Expressed positive interest toward collaborative drawing.

5/6

5/6

Expressed a preference towards social engagement features such as messaging and commenting.

5/6

5/6

Stated that inappropriate art was a top concern, followed by hate comments and negativity.

4/6

4/6

Preferred to recognized for their work by tying it to a user name.

Lo-fi Prototypes

Lo-fi Prototypes

Lo-fi Prototypes

User Flow and Wireframes

After conducting initial interviews to get a sense of what potential users may expect, we started drafting initial wireframes and a basic userflow. For a more detailed view on our userflow, you can view the Figma file here.

Prototyping Sessions

Prototyping Sessions

Prototyping Sessions

Prototyping Tools

Magma

Magma is a drawing platform that allows multiple users to collaborate on a drawing. They provide collaborative features such as messaging and commenting.

This served as our piggyback prototype for demos.

Magma is a drawing platform that allows multiple users to collaborate on a drawing. They provide collaborative features such as messaging and commenting.

This served as our piggyback prototype for demos.

Magma is a drawing platform that allows multiple users to collaborate on a drawing. They provide collaborative features such as messaging and commenting.

This served as our piggyback prototype for demos.

Wizard Prototyping

We used Wizard of Oz prototyping (humans simulating computer activity) to allow us to create a social experience during our live demos.

Google Docs

For our second prototype session, we used Google Docs to provide the tutorial for Magma. We provided the link to the doc and included detailed videos + instructions on how to use Magma in it.

Prototyping Session 1

We used primarily used Magma to simulate a synchronous collaborative art environment. With Magma, we gave participants a blank canvas with a drawing prompt and gave them time to draw. Using the wizard model, we told participants to raise their hands when they finished drawing and conducted a content check. Finally, we moved their drawing over to the communal mural.

Prototyping Session 1 Results

Findings + Quotes + Evidence from Surveys

Engagement

65% of participants found the demo engaging–either rating it a 4 or 5. 

Lack of Collaboration

Lack of Collaboraiton

Many participants felt neutral (35% of participants) on collaboration while others  (30% of participants) did not feel connected at all.

Difficulty with Demo

Difficulty with Demo

40% of participants found Magma (our piggyback prototype) hard to use. The amount of tools and interface were overwhelming.

“ The biggest concern is definitely how everyone is drawing their own thing rather than drawing together. Also griefing is definitely a big concern when it comes to the activity”

I struggled to add drawings as the mobile version kept constantly crashing and the canvas was too small to draw with fingers."

”I  think the app was a little confusing to use, especially on mobile, plus it kept crashing probably do to the amount of people on it.”

Prototyping Session 2

For this session, we split participants into groups across the classroom, giving each group a canvas to draw collaboratively. To boost group engagement, we crafted a prompt where people would have to work together to create a scene. We also provided a tutorial on how to use the tools on Magma to bridge knowledge gaps. Using the wizard method, we conducted a content check on all the groups drawings and them onto the final mural.

Prototyping Session 2 Results

Findings + Quotes + Evidence from Surveys

Engagement

92% of participants found the demo engaging–either rating it a 4 or 5. This is a significant increase (27% more) compared to our first demo.

Helpful Tutorial

Helpful Tutorial

67% rated the ease of use of the prototype a 4 or higher, which is around a 42% increase

Mixed Collaboration

42% of participants did not collaborate with their group at all (1 group total). This suggests for further iteration on collaborative tasks.

"I liked the smaller more collaborative murals it definitely helped minimize the chaos. I also thought the commenting and chatting feature was useful."

"The tutorial was really helpful in helping me understand how to navigate the functions of your prototype software."

I  liked being able to work with a smaller team and have a sense of community and making sure our mural looked cute!”

High-Fi Prototype

High-Fi Prototype

High-Fi Prototype

Branding Guidelines

Our Final Interactive Prototype

Takeaways

Takeaways

Takeaways

Reflection

The paper we decided review as part of our reflection is. Let's get together: The formation and success of online creative collaborations. In Proceedings of the 2013 CHI Conference on Human Factors in Computing Systems

What did we Learn

Successful collaboration often arises from users with complementary skills rather than identical interests.

Suggestions from the Literature

The findings in this paper suggest how even a committed minority can trigger broader behavioral changes within a community. For DrawAR, encouraging initial small groups to create murals together could lead to larger community engagement as their projects gain visibility within the app and reach critical mass.

Implications

Implications

Implications

Future Implications and Suggestions

Futures Suggestions and Implications

If we had more time...

Regarding Our Prototype…

Refine our Prototype

Further iterations for our prototype would include:

  • More refined iterations of our live demos.

  • Conducting user testing and feedback for our hi-fi prototype.

  • Adjusting and adding more features in our prototype based on feedback.

Implement Recognition system

In the future, we would aim to implement a reward and recognition system (like badges or leaderboards) that could motivate users to engage more actively.

Enhancing Collaboration

We would want to enhance our chat feature to guarantee it cultivates a place that encourages community development. This includes:

  • Including gifs or stickers into the chatbot.

  • Developing a space for chat rooms to exist.

  • Creating reward programs for users with most murals.

Our Team

Our Team

Our Team

Meet our Team

A group of aspiring design visionaries passionate about the intersection of art and technology.

Here are our contributions…

Lewis Aguilar

My primary contribution for the team was assisting with the initial research and development stages and executing the prototyping stages. I also assisted with the creation of the data collection techniques and final deliverables.

My primary contribution for the team was assisting with the initial research and development stages and executing the prototyping stages. I also assisted with the creation of the data collection techniques and final deliverables.

My primary contribution for the team was assisting with the initial research and development stages and executing the prototyping stages. I also assisted with the creation of the data collection techniques and final deliverables.

John (Tobi) Gonzales

My primary contribution for the team was the creation of our hi-fi prototype mockup along with ideation for the initial designs. I also assisted with initial research for our competitive landscape and understanding the technological requirements for our idea and with the creation of the website.

My primary contribution for the team was the creation of our hi-fi prototype mockup along with ideation for the initial designs. I also assisted with initial research for our competitive landscape and understanding the technological requirements for our idea and with the creation of the website.

My primary contribution for the team was the creation of our hi-fi prototype mockup along with ideation for the initial designs. I also assisted with initial research for our competitive landscape and understanding the technological requirements for our idea and with the creation of the website.

Arielle Ho

My primary contributions to the project included leading the research, development, and execution of the prototypes. Additionally, I supported the team during the initial stages through ideation and researching the social computing landscape. For the final deliverables, I played a key role in refining the hi-fi Figma prototype, developing the case study, and preparing the final presentation.

My primary contributions to the project included leading the research, development, and execution of the prototypes. Additionally, I supported the team during the initial stages through ideation and researching the social computing landscape. For the final deliverables, I played a key role in refining the hi-fi Figma prototype, developing the case study, and preparing the final presentation.

My primary contributions to the project included leading the research, development, and execution of the prototypes. Additionally, I supported the team during the initial stages through ideation and researching the social computing landscape. For the final deliverables, I played a key role in refining the hi-fi Figma prototype, developing the case study, and preparing the final presentation.

Sara Senzaki

My primary contribution included organizing meeting times as well as helping with the initial research/competitive analysis. Additionally, I worked on the prototyping elements, such as the general userflow, wireframes, and assisting with the hi-fi prototype. I also played a key role in setting up and writing our content on our presentation slides.

My primary contribution included organizing meeting times as well as helping with the initial research/competitive analysis. Additionally, I worked on the prototyping elements, such as the general userflow, wireframes, and assisting with the hi-fi prototype. I also played a key role in setting up and writing our content on our presentation slides.

My primary contribution included organizing meeting times as well as helping with the initial research/competitive analysis. Additionally, I worked on the prototyping elements, such as the general userflow, wireframes, and assisting with the hi-fi prototype. I also played a key role in setting up and writing our content on our presentation slides.

We are extremely grateful for our peers, TAs, and the professor for providing us guidance and insightful feedback on this project!


— Fall Quarter 2024 —

We are extremely grateful for our peers, TAs, and the professor for providing us guidance and insightful feedback on this project!


— Fall Quarter 2024 —

We are extremely grateful for our peers, TAs, and the professor for providing us guidance and insightful feedback on this project!


— Fall Quarter 2024 —