ArtVis - AR museum experience

ArtVis is an augmented reality museum experience developed for the SCAD Museum of Arts, aimed at enhancing the visitor's engagement and interaction with exhibits.

My Role

UX Designer

Visual Designer

What I did

User research

Concept Development

Interface Design

Multimodal Interaction

Mobile App Design

Tools Used

Figma

After Effects

Duration

5 weeks

OVERVIEW

The Challenge

The SCAD Museum, as the largest Art museum in Savannah, wants to adapt and change a few aspects of its traditional exhibition approach to align with the preferences of younger visitors, notably those from Generation Z.

The Solution

Developing an enriched museum encounter with the goal of maximizing visitor engagement and interaction through immersive and captivating experiences. This entails curating exhibits and activities that not only showcase artifacts and information but also actively involve visitors in a participatory manner.

OUTCOME

ArtVis represents an innovative augmented reality museum initiative specifically designed for the SCAD Museum of Arts. This project is meticulously crafted to elevate the level of engagement and interaction that visitors experience when engaging with the exhibits. By seamlessly integrating digital enhancements into the physical gallery space, ArtVis creates a dynamic and immersive environment that encourages visitors to explore, learn, and interact with the artwork in entirely new and captivating ways. This initiative aims to bridge the gap between traditional art presentation and contemporary technology, fostering a deeper connection between visitors and the art on display while enriching their overall museum experience.

01

Hololens glasses

Initiating the experience begins with donning the HoloLens glasses.

02

Onboarding and Gesture Navigation

The menu offers visuals that lead visitors through fundamental gesture tutorials and present a choice between a predefined or customized pathway.

03

Selection of experience

Within the primary menu, you are presented with options to choose from either novel predefined experiences or the selection of specific artists.

04

Guided experience

A compilation of guided experiences would be available.

05

Explore and wayfinding

Subsequently, it will employ AR wayfinding to direct you to the experience's location.

06

Interacting with the Art

Once you arrive at the experience, you can engage with and acquire knowledge about the artwork and the artist.

07

Scanning the Art

Following that is the enjoyable segment: you can scan the art to choose your favorite artwork piece.

08

Learning the Art

You can then pick and engage with the 3D real version of your chosen artwork and save your selection.

09

Collecting and Sharing

Gather and preserve your preferred artwork selection. This entails the ability to collect, interact with, and save the chosen artwork for future enjoyment or reference.

10

Create Filter & Share

Finally, you can share your curated collection through filters on social media, tagging the artist and enjoying the process.

How did I get here?

RESEARCH

Why the SCAD Museum of Arts?

As a premier contemporary art museum, it is dedicated to showcasing emerging and established international artists through commissioned works and rotating exhibitions. With special initiatives of international scope, the museum actively engages local communities, aiming to foster a deeper connection between art and people. However, our internal data reveals a concerning trend of declining visitor numbers, particularly among the younger generation, indicating a growing disconnection that needs attention.

Why GenZ Is Important to SCAD MOA?

Gen Z, as the future visitors and supporters, holds immense significance in shaping the museum's future. Recognizing their pivotal role, the museum aims to prioritize this generation as a key audience for its programs, exhibitions, and educational initiatives.

Specific Pain-points

Text-based Interactions

Insufficient Interactivity / Static Visuals

Poor navigation experience

Week post-museum experience

Technology Explorations

Why might AR/MR technology help?

1. AR/MR (Augmented Reality/Mixed Reality) offers immersive, interactive, and engaging experiences

2. It allows users access to the mobile device's accessibility

3. Provides multi-sensory experience

4. AR/MR unlocks new dimensions of art and fosters a deeper connection with exhibits

FRAMEWORK DEVELOPMENT

Mobile

Bluetooth

To gain insight into the retrieval and display of content in ArtVis, a system diagram was created, providing an overview of the flow in which interactive content is showcased through the HoloLens 2. This diagram allows us to understand the inner workings of the system, enabling a deeper comprehension of how the immersive and interactive experience comes to life.

WiFi connects mobile devices to the museum server

Server to save or protect data

AR Hololens Interface

JOURNEY MAP OF ARTVIS

Developed a journey map to investigate potential sites for immersive mixed reality (MR) and augmented reality (AR) experiences, uncovering possibilities for immersive and interactive encounters.

Interactions -  Hand Gestures

DESIGN SYSTEM

Following the conceptual development of ARtVis, the subsequent phase aimed to create a holistic and comprehensive experience. Delving into the visual system of ARtVis, careful attention was given to the saturated color palette, emphasizing essential elements that contribute to the ARtVis experience.

HOLOLENS UI

MOBILE APP UI

In order to maintain optimal legibility in mixed reality (MR) settings, followed the font size guidelines established by Microsoft. By following these guidelines, I ensure that the text displayed in MR experiences is clear and easily readable, enhancing the overall user experience and minimizing any potential difficulties in accessing information.

Reflection & Next Steps?

  • Improve Gesture Design:

    • Culturally and technologically accessible gestures: "Raise the wrist" for menu activation and "palm down" for item selection.

    • Avoid finger-point gestures (camera detection issues) and palm-up gestures (negative cultural connotations in some countries).

  • Learning Curve Reduction:

    • Design intuitive gestures for easy adoption.

    • Ensure that minimal training is required for users to understand and use the gestures effectively.

  • Technology Limitations:

    • MR/AR may not be universally accessible (vertigo, disabilities).

    • Consider hands-free scenarios for usability and convenience.

  • Accessibility Considerations:

    • Accommodate users with disabilities through alternative input methods (voice commands, etc.).

    • Gather feedback from diverse users to identify and address accessibility challenges.