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Physical space as a medium for user experience: How to design experiences beyond the screen?

Physical space as a medium for user experience: How to design experiences beyond the screen?

Museums are exploring digital and mobile technologies to enhance the visitor experience. The museum of the future will be more visitor-centered than ever before. Curators, designers, architects are shifting visitor experience from the museum’s self-proclaimed voice of authority to the conversation and engagement.

This lecture introduces examples of UX methods for defining the problem, understanding target groups and creating an experience to meet project goals using Minor Arsenal interactive visitor center in Zadar (Croatia) as an example.

The unique solution works as an autonomous experience space that guides visitors to engage with interactive spatial projections, educational touchscreen applications leading visitors into exploration beyond visitor center walls using mobile technology and user engagement techniques.

Vladimir Koncar

May 10, 2018
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Transcript

  1. Physical space as a medium for user experience: How to

    design experiences beyond the screen? VLADIMIR KONČAR
  2. 01 Inclusive and participatory arenas providing new perspectives 02 Guardians

    of the world’s heritage 03 Connectors between people, time and worlds 04 Spaces for conversation and discussion 05 Immersive and emotional experiences of learning and discovery 06 Active participants in society 07 Sources of knowledge based on research and collections 08 ?
  3. Our competition is Netflix and Candy Crush, not other museums.

    SREE SREENIVASAN The Metropolitan Museum of Art Chief digital officer “
  4. Before we make anything, we watch people, talk to them,

    and try to understand the nuances of their needs. LAURA MARTINI Product designer “
  5. Janet Carding: Changing Museums Strategic Thinking The purpose — what is the

    museum for? The users — who is the museum for? The experience and activities — how to meet users needs and ensure the museum is relevant? The collections/artefacts — do we have them, what role do they play? The funding — how best to fund the museum and ensure it is sustainable in the longer term? The changing staff, structure and skills — who does what, and how are they organized?
  6. John Falk: Identity and the Museum Experience Visitor Types Explorers

    Motivated by personal curiosity (i.e. browsers) Facilitators Motivated by other people and their needs (i.e. a parent bringing a child) Experience Seekers Motivated by the desire to see and experience a place (i.e. tourists) Professional or Hobbyists Motivated by specific knowledge- related goals (i.e. a scholar researching a specific topic) Rechargers Motivated by a desire for a contemplative or restorative experience
  7. Dr Saul Carliner: Lessons Learned from Museum Exhibit Design Enhancing

    Experience 1. Motivate visitors: Target an audience 2. Captivate curiosity: Use storytelling techniques 3. Interaction: Give visitors a “fun” experience 4. Immersion: Engage visitors with a story 5. Focus content: Avoid information overload 6. Modularity: Use themes, avoid over-complexity 7. Skimmability: Ease understanding of information 8. Layer content: Hierarchical information 9. Patterns: Integrate circulation patterns, exhibit sequence patterns PHYSICAL INTELLECTUAL EMOTIONAL 10.Integrate technology: Use technology to enhance experience
  8. Recognising cultural values and historical significance of the old city

    with the new educational attraction. THE GOAL
  9. How might we tell an inspiring story about the history

    of the great Zadar’s fortified city walls and gates? THE CHALLENGE
  10. What if we could create an emerging experience in an

    autonomous minimal digital space operating without a human host? THE IDEA
  11. As you enter the exhibition space, motion sensors trigger the

    ambient light, interactive ambient sounds, two interactive video projections on a smart glass surfaces, two interactive touch-panels and a mobile app using iBeacon technology. THE SOLUTION
  12. 3D projection on the smart glass surface appears as a

    hologram floating in the air. 3D projection 3D PROJECTION
  13. In the same time, interactive spatial projection on the glass

    surface invites visitors for a play. Interactive floor projection INTERACTIVE FLOOR
  14. Triggering change in the environment by turning off the projections

    and turning on the lights that illuminate the interior of the space. KEY MOMENT EXPERIENCE
  15. "Zadar walking audio guide" is an essential part of this

    interactive journey. MOBILE APP (iBEACON)
  16. Authors of the project of the Visitor Centre Iva Letilović,

    Igor Pedišić + Vladimir Končar Multimedia Team Vladimir Končar (creative director, design) Laris Borić (expert associate, author of texts) Saša Budimir (3D modeling and 3D animation) Alen Stojanac (interaction design) Suzana Košćak (interaction design) Anja Bošnjak (interaction design) Dražen Hižak (developer of interactive projection) Luka Jendrašić (developer of mobile applications) Ante Stipaničev (developer of touchscreen application) Ivan Kapec (music composer) Hrvoje Petek (sound design) Slađan Lipovec (proofreading and correction) Project 6 studio (recording and production of audio guide) Ciklopea d.o.o. Zagreb (translation)