PROJECT SETTING
Museums play an important role in society, as illustrated by the Smithsonian’s vision “...to engage and to inspire more people, where they are, with greater impact, while catalyzing critical conversation on issues affecting our nation and the world.” Today, many museums are also facing the challenge of transitioning from rigid institutions to experiential and flexible spaces. This is driven by such factors as expanding collections, increased competition for visitors, and visitor expectations for greater engagement. Museums are turning to virtual reality, apps, and interactive experiences to keep tech-savvy visitors engaged.
PROJECT DETAILS
Duration — 6 weeks Completed — December 2019 At — Carnegie Mellon University
MY ROLE
Concept Development Mobile AR Prototyping High fidelity UI Design Production Problem Framing
KEY WORDS
Augmented Reality RFID Technology Tangible Interactions Interactive Projections Spatial Experience Design
TEAM MEMBERS
Diana Chun Christianne Francovich Isha Hans
PHASE ONE
Discovering a Design Opportunity
OBSERVING MUSEUM VISITORS
Heterogenous Groups of Museum-goers
Most museum visitors of the Carnegie Museum of Natural History are guardian’s who accompany the children, for whom the museum is a place of wonder and curiosity. Inherent the experience of social groups walking through the museum is intergenerational, giving a rich opportunity for imagining social interactions through design.
Quality time and Social Interactions
The Museum is one of the top 4 most visited sites in Pittsburgh. For parents, their motivations to bring children here is to have quality time in a space that enriches and engages their kids but also is indoors, so they are not dependent on the erratic weather of Pittsburgh to plan their weekend outings.
High amount of revisitors
Local Pittsburghers, students, and many out-of-town-visitors go to the museum again and again. The museum complex, along with the Museum of Art and Carnegie Music Hall is a place that hosts many activities are temporary exhibits to engage revisitors.
Collecting and photographing are key modes of interacting with exhibits
The museum affords its visitors a chance of making memories with their close ones. While most people come in groups, the mobile phone is a companion to individuals or pairs of visitor. We observed ways in which people engage in “collecting” this experience.
People in groups navigate the museum in their own way.
Within the same group, Interests, navigation speeds and social dynamics form patterns of navigation, For example - kids set the pace of the visit and parents follow their kids. Smaller groups walk around together, yet at their own pace.
Disengaging displays of information about topics of low interest cause low footfall.
The Botany Hall had beautiful diorama displays, with information about various biomes, but the space was dead with no people engaging more than a few minutes.
UNDERSTANDING THE TYPES OF MUSEUM VISITORS
Based on the writing of John Falk in Understanding Museum Visitors’ Motivations Learning and the Research on A New Age: Audience Atlas of Pittsburgh by Morris, Hargreaves, McIntrye, we understood what archetypes we were designing for. We compiled this secondary research with what we observed in the museum.
The museum is seen as an indoor space for quality social interactions. We observed that people visit the museum in groups and are usually in a mixed group. Rather than designing for a specific user group, we designed for archetypes and behaviors based on from John Falk’s book.
ARCHETYPES AND CULTURAL SEGMENTS IN THE MUSEUM AUDIENCE
SYNTHESIS OF RESEARCH
PHASE TWO
Converging towards A Design Direction
THE DESIGN DIRECTION
After understanding the diversity, demographic and motivations of the audience, we decided to narrow our opportunity to a particular space in the museum, rather than curating a the full-museum guided experience.
Keeping in mind, the design context, we started with sketching, affinity diagramming for our ideas and came up with themes that related to how we imagined a museum of the future. We were interested in curating a social experience.
As a group, we sketched out ideas that emerged from the same central themes but manifested in different forms and interpretations. The post-its were additions teammates thought would make the others’ ideas stronger.
Framing the Design Area and contextually situating it in the CMNH.
While the Botany Hall area offered beautiful displays, plants held less fascination for visitors as compared to wildlife mammals. Rebecca, the director of the museum spoke about the challenges of visualizing deep-time in the museum to show visitors the idea of the Anthropocene era. and accelerated human impact on nature.
Immersive Interactive Touchpoints associated with the Experience Framework
Mobile Augmented Reality
Augmented Reality offers an agility that lets designers change narratives that they choose to tell about the museum. We were interested in how revisitors can engage in the same exhibits in a new way through different lenses.
Tangible Interactions
Tangible interactions allowed for the space to be triggered as the visitor moved through the museum. Activating spaces as people navigate, helps to highlight specific aspects of the story and personalize an experience.
Immersive Projections
The museum is spacious and allows movement a Immersive Projections allowed us to play with different representations of time, that are difficult with static media. Embodying the idea of time in a space made the experience immersive.
MAPPING THE VISITORS JOURNEY