For certain aspects of the project, I needed to use a variety of research methods to collect information and data that would help inform the project outcomes. One area of research that informed a key decision in regards to the outcome of augmented reality was the audience of Huddersfield and the use of the most recent Census (2011) found here. This area of research was the most data-heavy from a traditional sense of figures and numerical statistics, showcasing the development of the Huddersfield population in a variety of factors. This form of research included a large amount of reading but also connection-making between the data given and the ability to identify the areas of the Census that are of the most useful to me for this project and those of which had the potential to waste time reading.
Following on with the theme of digital research and information gathering, the next format of research was the use of digital archives. Due to the Covid-19 pandemic, travel restrictions were in place meaning, that digital archives became a vital place for researchers, myself included. Archives gave me an insight into the history of Huddersfield overall and also a glimpse into the history of the towns various markets through imagery.
During the course of the project, I was able to make a trip down to the Queensgate market and the Piazza Center to see for myself, the spaces available, the feel of the area and the types of people that frequent the area. This gave me valuable first-hand experience of the area of which the project is based upon and the audience that would likely interact with it. This visit became an even more valuable event after the lockdown announcements made later on that meant the market was almost totally shut down for a long period.
As a creative practitioner, visual research becomes one of the most important research methods. This research method became one of the most vital methods during my research into augmented reality software (Hiro, Lens Studio and Adobe Aero) and testing out various aspects of each software to learn each respective software's capabilities and features. This visual and experimental research method allowed me to pinpoint which software would be the most effective for the project and my desired outcomes. This research method alone expanded my creative practice as it allowed me to experiment and explore different creative avenues with no pressure or fear of time being wasted. I was able to take my time and develop the required skills in using the basics of each software and use the developing "soft skill" of decision making and cognitive flexibility to weight up my options using this knowledge later in the project time plan. Read more about my experiments with Lens Studio here and my experiments with Hiro here.
Each method of research had an impact on the outcomes of the project. Although some impacted the project to a greater extent, others impacted from an initial project foundation point of view, for example, the Census information. Reflecting on these methods allows me to become aware of the steps taken, but also makes me aware of how I may make a more conscious and strategic research approach for future modules.
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