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The Muse

Embark on an entirely new realm of convenience with an AR-based mobile app! This extraordinary application revolutionises your museum experience, allowing you to effortlessly navigate using augmented reality, seamlessly book tickets, engage with interactive information, and even have real-time chats with industry professionals—all within the simple tap of your fingertips.

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DETAILS

Role

Application Design

User Experience Design

Design Process, Wireframe,  Prototype, Personas, CJM, IA, Low to Hi-Fi Designs

Timeframe

May 2022 - Sep 2022

5 months

Location

London, UK

THE MUSE

My Idea

Museums have been a source of inspiration and information for years, and visiting one in person is inspiring. This idea to create and interactive mobile application arose when the enthusiasm of my museum group began to diminish as the experience became routine, resulting in fewer visits or people dropping off.

 

Adding Augmented Reality (AR) would be vital to keeping the interaction lively and improving the experience, while not interfering with the current arrangements benefiting the visitors.

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Image by Steve Barker

AIM

This project AIM to design a digital application to enhance the visitor's experience in museums. The application will help visitors to interact with the artefacts using Augmented Reality technology and have a unique museum experience.

Project Objectives

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To create a system that allows visitors to navigate accurately within the museum without assistance

To enhance the public's benefit by using interactive digital technology

To offer users additional benefits via the app, such as discounts, student deals, offers etc.

To provide people with the ability to communicate with experts for any additional information

02

03

04

05

01

To provide a system that allows the user to instant access any artefact information, even at peak times

DESIGN PROCESS

Stanford Design Thinking Process

A widely used and versatile framework for problem-solving and innovation. It is particularly beneficial for projects like this because it emphasises user-centricity and rapid iteration.

 

It ensures that the final product aligns with the needs and preferences of the museum visitors, leading to a more engaging and enjoyable experience.

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01
EMPATHIZE

Primary Research

According to the primary research conducted the following information (stats) was obtained from the verified official sites:

6
Million

people visited museums in the UK, in the year 2020

13.29%
Drop

in the number of visitors at the British Museum since 2015-16 

70%
Users

are between the age of 18-44 years and are aware of using AR

1+
Billion

people worldwide use tens of thousands of AR-based applications every day

Key Problems

User problems were identified through a combination of methods including interactive observation studies, online surveys, and in-person interviews.The obtained results are outlined below:

METHOD 01

Observations

01

Cotswolds Audio Guide Tour

At the outset, everyone started using the audio device; however, over time, a majority of them grew dissatisfied. This was primarily attributed to the necessity of frequently pausing and playing the audio which was not possible due to the Guide's live information. As a result, a significant number of people discontinued using the device and instead wandered around, ultimately losing interest.

02

Roman Bath Spa Audio Guide

After a certain period, individuals ceased their usage of the device due to the absence of an interactive experience, with only static images and audio available. In response to inquiries, a handful of visitors acknowledged the initial allure; however, their interest waned over time, leading them to propose enhancements in the form of more engaging visual presentations.

03

Van Gogh
London Exhibit

While expressing their appreciation for the event, visitors also conveyed a strong desire for similar experiences to be offered at other museums.

Several visitors indicated their willingness to pay for VR glasses to access such experiences, while others leaned towards a preference for a mobile-based option to achieve similar immersive encounters.

METHOD 02

Survey Insights

Preferences
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14.3%

people like to prompt Museum in less than 1 hour 

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62.9%

people like to spend an average of 3-5 hours at the Museum

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61.1%

expressed disquiet with the current information display

Statistics
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30.6%

QR Scan

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44.4%

Video Information

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58.3%

Audio Guide

METHOD 03

Interview Insights

The eight conducted interviews, whether online or in-person, led to the following four major pain points;

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Internal
Navigation
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Interactive
Artefacts
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Expert
Q&A
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Pre-visit
Information
Image by Mika Baumeister

Problem Statement

As an international visitor, I want to know what to carry into the museum, book tickets, promptly explore, engage with various artefacts using technology, and speak with an expert if I have any queries so that I can spend my time wisely.

Affinity Diagram

Numerous perspectives have surfaced from the interviews. The graphic illustrates the following themes: experience, interaction, questions and answers, artefacts, information, etc. Similar opinions were grouped together, and each participant was synthesised using a consistent procedure.

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02
DEFINE

Empathy Map and Personas

Three distinct user personas and empathy maps have emerged as a result of user interviews and observations:

Customer Journey Map

The depicted phases outline the user's journey when engaging with the museum and articulating their needs and frustrations:

Point of View Statement 

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03
IDEATE

Crazy 8 - Idea Generation

Three individuals were selected to participate in a rapid idea-generation session. A 15-minute discussion ensued, wherein the concept was thoroughly explored. Subsequently, each participant was allocated 10 minutes to devise the most unconventional and random idea, aimed at effectively showcasing and highlighting my concept.

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How Might We

The "How Might We" questions serve as a means to reframe the Point of View (POV) statements and facilitate the generation of insights.

 

The following questions and corresponding answers were selected through a process of comparison, observation, and addressing challenges.

Rapid Idea Generation

Competitor Analysis

The analysis holds significant importance within the company strategy. To deliver the utmost quality product or service to users, conducting competitor analysis at different stages of the company is crucial.

 

Notable competitors include the Roman Bath Spa, the Van Gogh Museum, and the Natural History Museum, among others.

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04
PROTOTYPE

Information Architecture

Before finalising the current information architecture (IA), I explored various approaches. Initially, not all key features were easily accessible; some were tucked away in the menu options at the top right corner of the application. However, after conducting several rounds of paper prototype testing, it became evident that users struggled to locate specific features.

Based on user testing outcomes, moved the top 4 essential features to the bottom panel. This change ensured better visibility and accessibility for users, ultimately enhancing their experience with the application. This iterative process demonstrates my commitment to user-centered design and willingness to adapt the IA to meet user needs effectively.

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Designs

User testing was conducted at both low-fidelity and hi-fidelity stages of development. During the low-fidelity testing phase, valuable insights were gained regarding the replacement of certain features and the optimal placement of various elements. This process aided in the removal of unnecessary components from the Home Screen, while also facilitating the organisation and positioning of all features within the bottom panel. This strategic arrangement significantly improved user access and navigation.

Taking feedback from the low-fidelity tests, mid-fidelity designs were created and self-tested. This iterative self-testing phase proved instrumental in refining the overall design. These improved mid-fidelity designs then served as the basis for the creation of hi-fidelity designs. These hi-fidelity designs underwent extensive testing with a diverse group of users.

The outcome of this meticulous process was a set of hi-fidelity designs that provided a smooth and intuitive experience for users. The combination of low-fidelity testing, mid-fidelity self-testing, and high-fidelity user testing showcases the commitment to refining the design at every stage, resulting in an interface that aligns seamlessly with user preferences and the requirements.

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05
IMPLEMENT

Immersive Reality

The subsequent resolutions were devised to tackle the issue, drawing from observations, surveys, interviews, and the problem statement.

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Internal
Navigation
Interactive
Artefacts
Expert
Q&A / Chat
Pre-visit
Information

Features Showcase

The following examples highlight the practical applications of internal AR-based navigation technology in a museum context and interactive ways to showcase artefacts helping enhance the visitor experience:

01

AR Navigation

Imagine walking through a vast museum filled with captivating artefacts. With the internal AR-based navigation system, visitors can use their smartphones to locate specific artefacts on a digital map overlay of the museum layout. This technology guides them with real-time directions, helping them efficiently navigate to their desired exhibit. It provides an engaging and interactive way to explore the museum while ensuring visitors don't miss out on any of the treasures on display.

02

Interactive Artefacts

Consider a scenario where visitors come across an intriguing artefact, but they're unsure about its historical significance. An AR system can come to the rescue. By pointing their device's camera at the artefact, visitors can activate the AR system. Instantly, information about the artefact, including its historical context, origin, and significance, appears as an overlay on their screen. This immersive experience brings the artefact to life and enriches the visitor's understanding of the museum's.

Walkthrough Video

WORKS

All Rights Reserve pravar.co.uk

The optimal viewing experience on a desktop computer.

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