University of Maryland Global Campus

CMST 331: Augmented Reality Design I

A guide to UMGC's project-based introduction to designing, testing and deploying augmented reality experiences, now listed as XRDE 335.

Updated October 2026 · 5 min read

CMST 331 at UMGC introduces augmented reality design: placing digital content into the real world and building, testing and deploying AR experiences.

The current catalog lists the course as XRDE 335, Augmented Reality Design I (formerly CMST 331). Like the virtual reality course, it requires Game Design I (XRDE 315), so you arrive with engine and scripting basics.

What makes AR distinctive is that you do not control the environment. Lighting, surfaces and space change with every user, and the course puts human-computer interaction and user experience first among its topics for that reason.

Course at a Glance

ItemDetails
UniversityUniversity of Maryland Global Campus (UMGC)
CodeCMST 331, now XRDE 335
Level and creditsUpper-level undergraduate, 3 credits
PrerequisiteXRDE 315 (formerly CMST 315), Game Design I
Subject areaExtended reality (XR) design
Typical workAR prototypes, UX documentation, user testing, discussions

What CMST 331 Covers

Notice the order. User experience comes before development in the official list, and assignments in courses like this typically reward a clear account of who the user is, what they are trying to do and how the design helps them, not just a working build. Keep that user in view in every design decision and every written reflection.

Key Concepts Explained

Tracking and Anchoring

AR apps detect features in the camera image (flat surfaces, images, faces or points in space) and anchor digital content to them. If tracking is lost, content drifts or disappears, so good AR design guides users towards conditions where tracking works.

Example: A furniture preview app asks users to move the phone slowly over the floor until a plane is detected, shows a placement outline, and only then lets them drop a sofa. Skipping that step leads to sofas floating in mid-air.

Onboarding the User

Many people have never used AR. Short, visual instructions (an animated phone moving across a surface, an arrow showing where to look) reduce confusion far more than paragraphs of text.

Legibility in the Real World

Text and interface elements appear against whatever is behind them: a white wall, a busy street, bright sunlight. Panels with solid backgrounds, high contrast and generous size keep information readable.

Example: A white floating label vanished when tested against a pale kitchen wall. Placing it on a semi-opaque dark panel with a thin outline kept it readable in every test location.

Typical Assignments and How to Approach Them

Assignment typeWhat it testsHow to approach it
Concept and user journeyPurpose and UX thinkingDescribe who uses it, where, and what they achieve in one session
AR prototypeTracking, placement, interactionGet reliable placement working before adding features
Usability testingEvaluating HCI and UXTest in varied rooms and lighting and record problems
Deployment and reflectionCompleting and evaluating the appDocument the device, limitations and improvements

How AR Differs from the VR Course

If you take both courses, expect overlap in tools but different design problems. In virtual reality you build the whole world and must manage comfort and immersion. In augmented reality the world is already there, and you design content that fits into it.

AreaVirtual realityAugmented reality
EnvironmentFully designed by youThe user's real surroundings
Main riskDiscomfort from motionLost tracking and poor legibility
Typical deviceHeadsetPhone or tablet, sometimes glasses

Where Students Get Stuck

Study Tips for CMST 331

How We Help with CMST 331

Send the brief, the rubric, screenshots or a short recording of your app and any feedback. A tutor explains tracking and interaction problems, reviews your UX reasoning and can provide a model user-testing report or design document for reference.

GradeEssays is independent of the University of Maryland Global Campus. We offer tutoring and feedback only; the app and documentation you submit should be your own work under UMGC's academic integrity policy.

Make Your CMST 331 AR Project Clearer

Share the brief, your design notes and feedback. We explain AR design principles and help you plan, test and document the build.

Start My CMST 331 Help

Free revisions · Full refund if late · Written from scratch for your order

Frequently Asked Questions

Is CMST 331 now XRDE 335?

Yes. UMGC's catalog lists Augmented Reality Design I as XRDE 335, formerly CMST 331, and allows credit for only one of the two.

What is the prerequisite for CMST 331?

XRDE 315 (formerly CMST 315), Game Design I.

What topics does CMST 331 cover?

The official description lists human-computer interaction and user experience, design principles, 3D modeling, game design, storytelling and AR application development.

Do I need a special device?

The catalog does not specify hardware. Check your syllabus for supported devices and software.

Why does my AR content drift?

Usually tracking is weak: poor lighting, plain surfaces or fast movement. Guide users to scan slowly and place content only on detected surfaces.

Can you help me write up user testing?

Yes. Send your notes and the rubric; we explain how to present findings and can provide a custom report for reference.