Women in STEM

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Snap Lens Academy Final Showcase

Snap Lens Academy
August 2022

Timeline
2 Weeks

Team
Vianey Garcia, Fernando Rojas, Ethan Waldo

TOOLS USED
Adobe Illustrator, Adobe Photoshop, Adobe Substance Painter, Blender, Lens Studio

SKILLS DEVELOPED
3D Modeling, Material Creation, Illustration, UX

Project Challenge

Brief

Create an interactive Augmented Reality experience rooted in building greater social consciousness via Lens Studio that addresses the history and voices of human beings affected by the theme of education.

Problem

There is a gender gap in STEM education and the workforce. The persistent, subconscious images of male mathematicians and scientists may explain why girls enter STEM fields at dramatically lower rates than boys.

Solution

An AR lens leveraging surface tracking, 3D, and text-to-speech inspires, educates, and engages students to pursue STEM by showcasing influential women.

Snap Lens Code

Research

Ask a child to draw a scientist. What will you see?

Studies revealed that 99.4% of the drawings depicted male scientists.

The persistent, subconscious images of male mathematicians and scientists may explain why girls enter STEM fields at dramatically lower rates than boys.

Adult women make up only 28% of the STEM workforce. The gender gap starts in school. Source: AAUW

Conversation with Snap Inc. Global Head of Education

To understand how to engage and educate snapchat users we spoke to Stacy Long-Genovese, the Global Head of Education at Snap Inc.

Zoom interview: (Top) Fernando, Me, Ethan, (Bottom) Instructor Ben, Stacy, Coach Jiashi

Considerations

  • What behavior am I wiling to change?
  • How are they going to behave differently before they interact with it and after?
  • What do you want them to walk away with?

Key Insights

  • Imagery choices and information evoke feelings, they feeling and idea has to match the goal you want the user to walk away with.
  • Simple wording and thoughtful images impact on how the user views the subject and what they learn.
  • Influence user behavior with interactive elements.

Concept

After multiple iterations surrounding education, women in STEM and the best way to engage and present the users with information we decided on the lens that became Women in STEM.

A snap lens that exposes and educates about influential women in STEM to inspire those who have been discouraged from their interest in science, and supplement what students might currently be learning.

Team Brainstorm Process

Who did we choose

We narrowed the featured women down to four. Each woman represents one of the subjects in STEM.

Science

Jane Goodall

Technology

Grace Hopper

Engineering

Ellen Ochoa

Mathematics

Katherine Johnson

The Lens

Front Camera

The user is segmented into the background illustration while 2D and 3D assets are bound to the head to move with the user in the space.

Katherine Johnson

  • Head binding is used to rotate the Moon and a shuttle around the head.

Jane Goodall

  • Head binding is used to attach a chimp illustration to the shoulders

Grace Hopper

  • Head binding attaches moth to the head.
  • Behavior scripts detect a smile to trigger a tween animation to make the moth move.
  • Particle effect simulates moths (computer bugs)

Ellen Ochoa

  • Head binding attaches the shuttle to the head.
  • Behavior scripts detect a smile to trigger a tween animation to start the blast off.
  • Bokeh particle effect simulate stars.
Front Camera: Katherine Johnson
Front Camera: Jane Goodall
Front Camera: Grace Hopper
Front Camera: Ellen Ochoa

Back Camera

Ledley the Pencil
We chose a pencil, a common tool of the trade for students, to come to life using rig animations.
Ledley recounts facts using lens studio's text-to-speech feature.

Pencil model in Blender
Pencil rig animation in Lens Studio
Text-to-Speech feature in Lens Studio

3D Scene
I used Blender to model the 3D scene and Adobe Substance Painter to color the 3D objects. Each scene and fact is triggered with a behavior script when the buttons at the bottom are pressed.

Chimp model created in Blender
Chimp painted in Adobe Substance Painter
UNIVAC model created in Blender
UNIVAC painted in Adobe Substance Painter
World Object: Katherine Johnson 3D scene
World Object: Jane Goodall 3D scene
World Object: Grace Hopper 3D scene
World Object: Ellen Ochoa 3D scene

How can it be used?

Supplement Learning

  • Provides information in a fun accessible way so students feel motivated to learn more.
  • Snap code can be incorporated in a textbook, slide deck, or wall poster

Feelings of Identity

  • Showcasing these figures is a connection point for young people
Chimp model created in Blender
Chimp painted in Adobe Substance Painter
Try Lens

Reflection

What Worked?

Considering we had so many 3D objects within the lens, the mixed-use of copyright-free and original blender-created 3D models meshed well together. I'm happy with the chimp I created. It took me a few attempts to figure out the best way to make a believable shape, but it helped me improve my 3D modeling. A problem point the team came upon was presenting information to the user without making it visually taxing. The text-to-speech solved it by helping the user process the audible facts and the visual scene.

What didn't?

Time worked against us when working on this project. We spent more time than planned in the ideation phase. I learned how to lead a project and compromise when there is resistance by managing the deadlines, asset creation and the team on this project.

Another issue is that it was difficult to fit all of the assets in Lens Studio's maximum lens size of 8MB. By compressing downloaded model in Blender and saving them as prefabs in Lens Studio, we managed to save space and make it under the lens size with 7.43MB.

What will I do next time?

Next time I plan to set earlier team deadlines to give myself a week to deal with the inevitable bumps. I will also make fewer UV texture sheets by incorporating the colors for multiple 3D objects on one sheet.

With more time, I would love to incorporate a way to include another level of interactivity for the user to gauge their level of understanding with a quiz or a game.

Vianey Garcia

2022 Vianey Garcia| created with Webflow and Freepik