Slide 1

Slide 1 text

ixd research methods THE final class the students made this whole deck

Slide 2

Slide 2 text

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

Slide 3

Slide 3 text

evaluative vs generative

Slide 4

Slide 4 text

Never Ask People “Would you use this?”

Slide 5

Slide 5 text

science vs art MUseum technology

Slide 6

Slide 6 text

No content

Slide 7

Slide 7 text

No content

Slide 8

Slide 8 text

Overall Process 43 Hours The Met 30 Hours AMNH 40 Behaviorial Observations 213 Photos & 19 videos

Slide 9

Slide 9 text

Goals

Slide 10

Slide 10 text

BEHAVIORS & FINDINGS

Slide 11

Slide 11 text

TOM, BARBARA, SHAN SHAN

Slide 12

Slide 12 text

MET APPROACH Method Observation & Interviews Time 3 x 3 hours Subjects 55 people observed, 6 interviewed

Slide 13

Slide 13 text

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

Slide 14

Slide 14 text

6 Interviews

Slide 15

Slide 15 text

30 year old Female Used phone app to take a series of photos of statues with broken pieces. Came with that in mind.

Slide 16

Slide 16 text

No content

Slide 17

Slide 17 text

FINDING The MET is a labyrinth

Slide 18

Slide 18 text

No content

Slide 19

Slide 19 text

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

Slide 20

Slide 20 text

FINDING People use narrative & anthropomorphism when describing what they see

Slide 21

Slide 21 text

“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

Slide 22

Slide 22 text

“Hold your breath! We’re underwater!” Teacher, female, late 20’s

Slide 23

Slide 23 text

OUR FOCUS Shared language Narrative

Slide 24

Slide 24 text

TASH, JOONSEO, NIKKI, TONY

Slide 25

Slide 25 text

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

Slide 26

Slide 26 text

No content

Slide 27

Slide 27 text

No content

Slide 28

Slide 28 text

BEHAVIORS Carried paper maps Consulted directories Asking for directions Getting lost

Slide 29

Slide 29 text

BEHAVIORS Mobile phones primarily used for photo taking Not aware of apps or wi AMNH’s app was helpful to those in the know

Slide 30

Slide 30 text

FINDINGS People struggle with way- nding No one knows about the digital infrastructure

Slide 31

Slide 31 text

PRACHI, GURI, MYN

Slide 32

Slide 32 text

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

Slide 33

Slide 33 text

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

Slide 34

Slide 34 text

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

Slide 35

Slide 35 text

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

Slide 36

Slide 36 text

2. Visitors looking at map, going through the list of museum tours, deciding which ones to go for. BEHAVIORS

Slide 37

Slide 37 text

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

Slide 38

Slide 38 text

SARAH, MINNIE, MINSEUNG, SANA

Slide 39

Slide 39 text

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

Slide 40

Slide 40 text

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

Slide 41

Slide 41 text

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

Slide 42

Slide 42 text

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

Slide 43

Slide 43 text

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

Slide 44

Slide 44 text

CONVERSATIONS Mostly, none. (except in the outside statue gardens)

Slide 45

Slide 45 text

DESIGN SUGGESTIONS

Slide 46

Slide 46 text

TOM, BARBARA, SHAN SHAN

Slide 47

Slide 47 text

No content

Slide 48

Slide 48 text

No content

Slide 49

Slide 49 text

No content

Slide 50

Slide 50 text

TASH, JOONSEO, NIKKI, TONY

Slide 51

Slide 51 text

Printing notice of wi /app on the museum map INTEGRATE DIGITAL LAYER WITH MUSEUM ENVIRONMENT

Slide 52

Slide 52 text

INTEGRATE DIGITAL LAYER WITH MUSEUM ENVIRONMENT Obvious signage

Slide 53

Slide 53 text

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

Slide 54

Slide 54 text

DIGITAL MAP OVERLAY Overlay additional information on to paper map • Display the location of the visitor • O er directions and information on exhibitions.

Slide 55

Slide 55 text

PRACHI, GURI, MYN

Slide 56

Slide 56 text

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

Slide 57

Slide 57 text

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

Slide 58

Slide 58 text

SARAH, MINNIE, MINSEUNG, SANA

Slide 59

Slide 59 text

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?)

Slide 60

Slide 60 text

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

Slide 61

Slide 61 text

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