Museums are fun and educational centers that aim to be accessible to all, but often still present barriers to hosting the best experience possible. Augmented Reality is at the cutting edge of design and technology, and the field has barely scratched the educational possibilities that AR presents. We asked ourselves: how might we create an AR experience for museums that increases access, education, and fun for users?
This was a highly collaborative project, where Tristan, Jess, and I constantly worked together on plans, methodology, and iterations. Tristan led the footage creation and editing on Blender. Jess created the accessibility guidelines and AI.My roles and responsibilities included:
We built Personas and Mindsets based on our user interviews and survey results. The personas represent three different mindsets, experiences with technology, and feelings about education and AR. This helped us anchor the pain points and goals we needed to design for. The Mindsets shed light on motivations, which helped guide our work to create a solution that will serve not only the largest portion of the population possible, and also focuses on those users that are often not centered in these types of interfaces.
Demographic information
“Our unique AR experience increases learning and enjoyment for users. It is cohesive, concise, and accessible - and it encourages exploration and experimentation. By utilizing our wayfinding and other incredible features, you can experience museums like you haven’t before. Navigate with ease and learn smoothly, all in a comfortable environment. Our ergonomic glasses are light and comfortable and adjust to your sensory needs - and they will feel like an extension of yourself.”
We asked this question to obtain more information about users' pain points.
Pain points we identified from interviews and other research:
We designed this question to understand user's preconceived notions about AR.
Positive:
Discovery, joy in something new, being transported, interactive and fun, educational, lots of potential, magic, a new way of interacting
Neutral:
Digital overlay/enhancement, seeing something that is not there, altered reality. “Designing reality”
Negative:
Gimmick, distraction, unnecessary, makes people dizzy, hard to operate, more screens people don’t want to look at, clunky
Results from user survey
Diagram of Muse glasses