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SVA IxD Final Class Presentation

Nate Bolt
December 21, 2011

SVA IxD Final Class Presentation

All four student groups present their research and design concepts for a Met Mobile App

Nate Bolt

December 21, 2011
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Transcript

  1. about the course & project Interaction Design Graduate Program Fourteen

    Students Lean User Experience research methods How people experience art and the role of technology in experiencing art
  2. Overall Process 43 Hours The Met 30 Hours AMNH 40

    Behaviorial Observations 213 Photos & 19 videos
  3. MET APPROACH Method Observation & Interviews Time 3 x 3

    hours Subjects 55 people observed, 6 interviewed
  4. OBSERVED BEHAVIORS 55% of people used paper maps to way

    nd Only 1 person asked a guard for help Other activities: photographing art, sketching 24% of people were using their phone: mainly to photo, text and email
  5. 30 year old Female Used phone app to take a

    series of photos of statues with broken pieces. Came with that in mind.
  6. AMNH APPROACH Observations Speci cally focussed on whether people use

    narratives in their conversation as a means to share the experience Documented through Photography & recorded conversations 75 people observed
  7. “It’s like a family tree of dinosaurs. You know, your

    aunts, uncles, Moms and Dads...? This is the dinosaurs’ aunts, uncles, moms and dads. That’s like the great, great grandfather...and that’s the sons.” Teacher: male, 30
  8. PROCESS Interviewed 10 people at AMNH about the digital infrastructure

    Tallied number of people using their phones and maps at each museum Documented this through 68 photos and 7 audio and video clips
  9. BEHAVIORS Mobile phones primarily used for photo taking Not aware

    of apps or wi AMNH’s app was helpful to those in the know
  10. Method Observations, Informal conversations, Photographs, Timing people in front of

    exhibits, Calculating distances between information displays and artifacts 9 hours at MET 6 hours at AMNH PROCESS
  11. Time visitors spent in front of an exhibit with a

    placard type information while observing the artifacts and reading the text. 11 people (in minutes) 00:27 01:03 00:19 00:59 00:21 TALLIES 00:57 00:29 00:52 00:49 An exhibit at AMNH 00:11 02:00
  12. 1. Visitors go to placards, security guards and interactive kiosks

    to nd information about artifacts. Some use their mobile phones to search over the internet BEHAVIORS
  13. 1. Theres a disconnect between the physical exhibitions and the

    information that is supposed to guide the visitors around the museum. In AMNH, the information is weaved with artifacts in the form of info-graphics. FINDING
  14. 2. Visitors looking at map, going through the list of

    museum tours, deciding which ones to go for. BEHAVIORS
  15. 2. Most new visitors don’t know where to begin, which

    exhibition to see and which not. They try to nd out which exhibits are more popular, which artworks are most visited. FINDING
  16. MET needs to create conversation AMNH is successful in creating

    it MET needs to create subtle, non-intrusive and optional conversation The visitor relationship to the artwork is di erent in MET. It is more personal and relevant, compared to AMNH, where the relationship is more playful and fact based OBSERVATIONS
  17. We observed 80 people 13 people taking photos with art

    22 people taking photos of the art People spent about 15 seconds reading plaques 5 people used their phones to translate descriptions QUICK FACTS
  18. 24 people observed texting 3 people observed (at entrance) using

    phone for web use At least 5 exhibits had no cell-phone reception MOBILE FACTS
  19. Total of 60,000 “check-ins” 40,000 people checking in People were

    checking in every 7 minutes while we were there Over 400 photos shared MOBILE USE
  20. CONVERSATIONS "In 1963 the museum was getting ready to celebrate

    Branam Brown's 90th birthday,there were scientists and fossil experts being own over, but he had other plans, he discovered these fossils on his 90th birthday." - the dinosaur expert" This hall used to be the Triassic jurassic hall, but now it is the saurasic hip dinosaur hall, why did we change that- we changed it because we wanted to highlight the evolutionary chain"- tour guide "Camels' mom these are awesome, can you tell me the story behind these?" - kid
  21. Printing notice of wi /app on the museum map INTEGRATE

    DIGITAL LAYER WITH MUSEUM ENVIRONMENT
  22. INTEGRATE DIGITAL LAYER WITH MUSEUM ENVIRONMENT Printing notice of wi

    /app on museum map Tell people when they buy tickets Obvious signage Partnership with foursquare
  23. DIGITAL MAP OVERLAY Overlay additional information on to paper map

    • Display the location of the visitor • O er directions and information on exhibitions.
  24. Providing more context to the artifacts, than there is in

    the space already Using virtual space to give more background information on techniques and interesting stories about the artist or the particular art piece. CONTEXTUAL INFO
  25. Providing visitor analytics as trends for new visitors to make

    make decisions about their tours Visualizations of the most visited artworks, exhibits overlaid on the museum map. Comparing artists, artwork and their popularity. VISITOR TRENDS
  26. PUBLIC PHOTO WALL People are already taking photos of themselves,

    the exhibits, their friends. Let them share it with the museum and everyone else! The idea that photos could be uploaded or emailed to the Met, where they could be displayed in a common area outside the exhibit halls (entrance? cafe? shop?)
  27. A similar idea here, but with text. Texting was one

    of the few things people did on their phones. Could twitter tags, foursquare checkins, yelp tips be viewed collectively? PUBLIC STATUS WALL
  28. People love viewing the art, don’t interfere with that by

    adding in kiosks & replicas. This is where the digital level can work best. Augmented reality gives more context or meaning to those who choose to see it. A vase could be seen along with the people who might have made it. A painting deconstructed into meaning. AUGMENTED REALITY