In order to learn about rules, grids, and systems, our studio was tasked with taking a magazine of our choosing, and breakdown the covers and ideas represented inside. This breakdown would put the complex process of magazine design into simpler structures that we could then reengineer into our own designs.
The magazine I chose was Wall Street Journal, or WSJ. Magazine.
Systems, Grids, and Identities
I was challenged with understanding how popular magazines organize their covers so that they form a system to build off of. Each magazine has a systematic grid, and they use it to keep an "identity" between their issues. For my magazine, I chose to cover the simple yet elegant covers of the Wall Street Journal Magazine, or WSJ. 

Using the grid above. I was able to produce a variety of "future issue" covers that follow the system established. Understanding the grid that has been created helps the designer decide what is considered crucial to include in the magazine design.
2D to 3D form
After making the magazine mockups, my studio was then asked to find a way to transition the rules and systems that had been identified in the magazine to a 3D platform, specifically the Google Cardboard. Using the system I examined, I had to create a skin/design for a Google Cardboard that my magazine company would produce. I had to include noticeable grid transitions from a 2D space to a 3D object, as well as a packaging design that would look presentable on a store shelf or in an advertisement. 
To make the move from a 2D to 3D surface, I had to first make the decision as to what elements from the magazine should be carried over and where these elements would land on the 3D object.
Design Templates
Once I chose which elements were to be transferred, I had to create a template design that could be printed and cut. With the help and guidance of my fellow studio-mates, I was able to layout my design into the template forms below.
A third template had to be created for the sleeve that would hold the VR headset. I had to create a packaging design that would fit both the system of the headset and the magazine. In the instance where WSJ. would be selling these headsets, the sleeve would be the main feature displayed on the shelves of stores, so it had to be appealing.

To add a teaser for what is included inside, I made an addition to the template where the letters WSJ. would be cut out, revealing the eyes featured on the headset. This would hopefully pique the consumer's interest, making them want to uncover the headset.  
After finishing the templates, I printed them and used a laser cutter to create the final product.
After many iterations of the template, my studio-mates and I found it easier and more effective to use bristol paper, which can both be print on and cut with the laser. With this final model, I decided to keep the colors on the headset to a variety of grays, with the only color coming from the text. This is a common feature found throughout a good portion of their magazines, and it seemed reasonable to carry over. Another detail that I included was having all of the text the same color, which is one of the main rules of the magazine. WSJ. is known for their elegance and classy style, and I wanted to bring that identity to a 3D platform.
Enter VR
For this final module, I was tasked with using the same system and rules and applying them to a 3D Virtual space. With my magazine still being WSJ., I wanted my concept to revolve around the idea that, much like the cover and many other facets of the magazine, the experience is focused on people. I designed my VR space to place the user to be the center of attention, just like the models throughout the magazine. The experience begins with the user being sent into a VR grid space with multiple issues of WSJ. All feature a cover model, except for one, which represent the transition into WSJ. VR, where the user become the cover model/center of attention. The user is then transported into a photoshoot scene, where they have the option to interact with the environment around them and learn more about WSJ. magazine.
Persona/User Journey Map
After creating the VR space, I ran an experiment to see how a random consumer would choose to use this product and go through the experience. After creating a persona of a consumer that would have a reason to use WSJ. VR, I went through each step of the process and recorded my findings. Then I collected to the information and compiled it into a graphic to be used for later. Journey Maps are an excellent way for businesses and designers to understand the positives and negatives of a service or product so they can make improvements.
Augmented reality experience
Another part of Module III was to create an ad that incorporated a piece of Augmented Reality. This gave our studio an opportunity to advertise with a new type of medium with different opportunities. I chose to create an ad for Bulova, which is a company commonly found in WSJ. I wanted to make an ad that a consumer would actually find value in, so I created an artificial watch demo, which allows the user to put on the tracker and see what the watch would look like before going to the store.
This experience is different from other advertisements because I made it so the user can wear the band and "put on" the watch, understanding what it looks like on wrist without leaving the home. This is another example of how WSJ. Magazine likes to make it about the person it's servicing, and the experience can't get much more individual than seeing the watch on one’s own body.
WSJ. Magazine
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WSJ. Magazine

Interaction Design

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