“I got to learn how to create AR using HOVARLAY, and it was a lot of fun. Turns out, creating an AR experience is not as difficult as I thought it would be. The session was very engaging as well.”

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Minji
Student at ITENAS

“Now I understand that designs can actually become far more interactive with augmented reality. Before, I could never have imagined that packaging could become such interactive medium for users.”

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Felicia V.
Visual Communication Design Student at ITHB

“I really understand now how to use AR, especially since I had no prior knowledge at all. HOVARLAY has been a huge help in showing me how to use it.”

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Keisha
Advertising Student at ITHB

Learning Outcomes

By the end of the XR Experience workshop, your learners will:

Creative Confidence

Learners move from ideas to immersive XR concepts, gaining confidence to experiment, iterate and translate abstract thinking into tangible experiences.

Technology Fluency

Students learn XR as an applied design medium, as they gain hands-on experience creating real augmented reality (AR) experiences using HOVARLAY, understanding how digital layers, interactions and storytelling work together.

Human-Centred Thinking

Learners design immersive experiences grounded in real user needs, emotions and behaviours, considering accessibility, inclusion and meaningful engagement. 

Structured Problem-Solving

Through EDIT Design Thinking®, students approach complex challenges with clarity and intent.

Collaboration & Communication

Working in multidisciplinary teams, students practise articulating ideas, aligning perspectives, and co-creating solutions that bring immersive experiences to life.

Future-Ready Mindset

Students develop an informed, responsible perspective on emerging technologies, learning how XR and AR can be applied ethically and purposefully across education, community and industry settings.

Design Thinking Outcome in Numbers

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86 %

Of students felt confident creating their first AR experience, up from limited or no prior exposure.

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88 %

Of students demonstrated a clear understanding of how AR works, including triggers, overlays and user interactions.

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78 %

Of students showed improved ability to design experiences based on real user needs, emotions, and accessibility considerations

Developing Future-Ready Learners with EDIT Design Thinking®

Design thinking is not just a set of tools and techniques; it is a way of understanding people first. We focus on your learners, their growth, and the meaningful connections they build through empathy, collaboration, and real-world problem solving. We empower individuals to create positive change within their communities, organisations, and beyond.

C-Academy Design Thinking EDIT Methodology by Creativeans
Step 1

Empathise

Understand the experience of your learners by using method-like observation, interaction, and immersing your students in the experiences.

Step 2

Define

Analyse their observations and synthesise them in order to define the core problems and create a clear value proposition statement.

Step 3

Ideate

Process your learners’ findings and generate a large quantity of possible solutions by stepping beyond the obvious and exploring diverse ideas by prototyping.

Step 4

Test

Use observations and feedback to refine the prototypes, learn more about the use, and refine your learners’ original point of view.

Learn to Create Augmented Reality with HOVARLAY

The XR Experience Design Thinking course introduces students to immersive technologies through a structured, human-centred design lens. This course balances conceptual grounding, real-world exposure, and hands-on creation, enabling students to move from observing XR applications to designing and building their own AR experiences using no-code tools such as HOVARLAY.

6 sessions
about 18 hours in total
up to 50 participants
C-Academy Design Thinking for Students
Session 1

Introduction to Design Thinking for XR

Learners are introduced to EDIT Design Thinking® and apply it specifically to experience design, focusing on user journeys, emotions and interaction points.

Session 2

Learning Journey & How to create immersive AR experiences with HOVARLAY

Students explore real-world examples of XR applications such as AR storytelling, spatial information layers or interactive environments to understand how immersive experiences are designed and used.

Session 3

Understanding Users & Contexts

Students research users, environments and objectives, mapping how XR can enhance understanding, engagement, or learning.

Session 4

Designing Augmented Reality Experiences

Teams ideate immersive concepts, defining storylines, interactions and content logic.

Session 5

Prototyping & Testing

Using accessible no-code AR platform HOVARLAY, students create and test experience prototypes.

Session 6

Presentation & Reflection

Students present their XR concepts, design rationale and learning journey, reflecting on impact and future possibilities.

All programme formats can be customised to your school’s context, student level and timetable.

Case Studies

See how our XR Experience programmes help educational institutions engage students in creating augmented reality experiences.

Exploring No-Code Augmented Reality (AR) at FAD ICONFEST, ITENAS

At Bandung National Institute of Technology (ITENAS), students engaged in hands-on Augmented Reality (AR) demos and workshops led by HOVARLAY. Over three days, they explored HOVARLAY Creator and learned how to transform their ideas into interactive, no-code AR experiences, applying these directly to class projects, design assignments, and creative experiments. The sessions highlighted how AR can bring storytelling and visual communication to life, allowing students to experiment with overlays, sounds, and other creative assets, and giving them practical skills to enhance engagement, interactivity, and the impact of their designs. Students were able to create AR experiences easily using HOVARLAY Creator, overcoming technical barriers and applying interactive elements directly to their class projects and design assignments.

Empowering Future Designers at Institut Teknologi Harapan Bangsa (ITHB)

In collaboration with Institut Teknologi Harapan Bangsa (ITHB), HOVARLAY conducted its first hands-on Augmented Reality (AR)  workshop for over 50 Visual Communication Design students. In a single immersive session, students explored AR fundamentals and real-world applications before creating their own interactive AR experiences using HOVARLAY’s no-code platform, gaining practical exposure to how AR can elevate branding, packaging, and visual storytelling while building future-ready creative skills. Students were able to integrate AR into their current class projects, exhibitions, advertising campaigns, packaging graphics, and posters, enhancing interactivity and creative expression.

What Makes Us Different

Led by practising consultants and built on proven frameworks, our programmes are co-designed with educators and enriched by real-world partners, ensuring strong alignment with school priorities and competencies of today and tomorrow.

Industry-Proven Experts & Methodology

C-Academy is led by practising brand and design consultants who bring real industry rigour into education. Our programmes are grounded in Creativeans’ EDIT Design Thinking® and BrandBuilder® frameworks, refined through real projects since 2012 to help organisations solve complex challenges with clarity and creativity.

C-academy with strong partners

Co-Designed
with Educators
For Real Impact

We plan and facilitate workshops alongside teachers, aligning with school priorities, character and citizenship education, and 21st-century competencies. Every session is grounded in your learners’ context and leaves behind tools they can continue using after the programme ends.

Technology & Learning Partners

The XR Experiences programme is supported by industry partners and platforms such as HOVARLAY, enabling students to explore AR in an accessible, browser-based environment while keeping the programme adaptable for future XR extensions.

Ready to Explore Augmented Reality Through Design Thinking?

Tell us about your students and learning goals, and we will design an XR Experience Design Thinking programme that fits your school’s context and readiness.