Pocket World

Boosting Visitor Experience with Mobile AR in Miniature Art Museums

Overview

I've always had a strong passion for crafting creative projects that bring joy to people through immersive technology. To further my learning and skills in AR/VR, I seized the opportunity to combine this interest with my love for creating miniature art dollhouses.

Currently, visitor experiences in miniature art museums face challenges in engaging people to explore deeply and clearly, often resulting in reactions limited to "Wow! This is cool!" To address this question, I've identified the potential of Pocket World to slow people down and help people explore how artifacts are created, their stories behind, and the detail-oriented nature.

TIMELINE
Sep 2021 - Nov 2021 (3 Months)

ROLE
User Experience Designer

TEAM (2 Members)
UX Designer *1 (Me :))
UX Researcher *1

RESPONSIBILITY
User Research • Wireframing Prototyping • Usability Testing
AR Development (MAKAR Platform)

Target Users

Visitors at Miniature Art Dollhouses Museum

Problem

Expanding the Miniature

How might we make visitor experience in miniature art museum more interactive and engaging to enhance their learning? Visitors often encounter difficulties exploring the intricate details of miniature art dollhouses due to their small scale and the limited angles and height of the exhibition space.

Solution

Explore the details:
Engage and Play with Art

I created an AR application with three distinct features, incorporating various interactive elements, designed to enhance visitor’s learning in museum by allowing them to directly play and manipulate miniature dollhouses.

Problem

Visitors in miniature art museums struggle to fully experience the depth of the exhibits, limiting their connection to the artwork.

Due to restricted viewing angles, fragile displays, and a lack of interactive experience, it's difficult for visitors to deeply appreciate the details and comprehend the story behind the miniature arts.

My Inspiration

Exploratory Research: Discovering how technologies and transform the miniature art experience

The spark for this project came from my growing curiosity about how technology can transform the museum experience. As I explored the rise of AR, VR, and other immersive technologies in museums, I saw how they were enhancing learning and engagement, making art more accessible in unexpected ways. One project, "A Virtual Door to Vincent Van Gogh's Bedroom in Arles," particularly stood out, showing how powerful virtual experiences could be in allowing people to interact with iconic art in ways that felt deeply personal. Yet, as I dug deeper, I realized that similar innovations were lacking when it came to miniature art. This gap in the market presented a unique opportunity to dive in, refine my interaction design skills, and experiment with how technology could help visitors connect with miniature art on a more meaningful level.

Vincent Van Gogh's Bedroom in Arles (AR Project)

Objective

How Might We enable interactive exploration of miniature art exhibits to enhance visitor engagement and understanding while preserving the integrity of the artwork?

Enhance Interaction and Immersion Experience

Address Viewing Angle Limitations and Promote Accessibility

Ensure Seamless Integration with Physical Display Setup

Our Solution

A desktop application that gamifies your productivity and make multitasking more delightful and motivating

Behavioral
Attitudinal

01

Foster consistent self-monitoring/ regulation with increased levels of efficiency

01

Inspire motivation to initiate task focus promptly by using the Pomodoro Technique

02

Encourage structured task execution and proactive planning through organization and prioritization

02

Cultivate confidence in decision-making skills while scheduling work activities

Pocket PALM

Manual Control: Hands-On Interaction

Pocket PALM employs marker-based AR to perform operations, allowing users to manually zoom in or rotate the AR models for a closer look at the mini art on their mobile.

Pocket MEGA

360° Exploration: Walk Around and See

Utilizing spatial augmented reality (SAR), users can view virtual models projected onto any physical platform using their mobile devices. They can physically approach or walk around the virtual dollhouses in a 360° manner, breaking the limitations of the viewing angles in the museum setting.

Gulliver World

Immersive Perspective: 1st-Person View


Imagining themselves stepping inside the dollhouses, users are immersed in the world of miniature art from a first-person perspective. This feature brings the art to life, blending the virtual and real worlds to provide a deeper, more personal connection with the artwork.

Impact

Visitors spent, on average, 45% more time engaging with miniature art exhibits, highlighting a significant increase in visitor interaction and interest when utilizing interactive features.

Pocket PALM

4.51/5.0
High Usability Score

Users found Pocket PALM's 'rotate' and 'zoom-in' functions intuitive, earning the highest usability score.

Pocket MEGA

4.09/5.0
Helpfulness

Spatial AR feature offers users a helpful means to 'get close to' exhibits, for a deeper learning of details and overcoming physical space limits.

Gulliver World

4.69/5.0
High Engagement &
Self-Motivation

Not only enhanced engagement but also encouraged visitors to spend more time exploring the exhibits, resulting in a more memorable experience.

Research

Uncovering the barriers to immersive engagement behind miniature art museum experience

Many factors, from restricted viewing angles to fragile displays, limit how visitors interact with and appreciate miniature art, making it crucial to explore solutions that enhance their experience. I conducted research at Taiwanese Miniature Art Museum to dive into the pain points behind.

15 In-Depth User Interviews

1-on-1 interviews to understand visitors' challenges, and learning outcomes when engaging with miniature art

34 Surveys

Gathering quantitative insights on visitor satisfaction, feelings, preferences, and frustrations

OpenNote Observation

Capturing real-time interactions, noting patterns in how they navigated exhibits and engaged with the artwork

Literature Review

Analyzing existing research on museum engagement, AR/VR, and spatial interaction to inform my design approach

>>> Here's what I found

Desire for Interaction

Limited Artwork Retention

Short Attention Span

Positive Reception of AR

Ideation

Lo-Fi sketches and ideas

I used sketches to solidify ideas and draw out how I wanted the interactions to work, and also used them to communicate with my teammate.


Challenges for this design

Since I didn't collaborate with the museum, I lacked access to the actual artwork needed to construct my prototype, resulting in a less realistic prototype that didn't seamlessly integrate into real-world settings. While striving to explore a diverse range of interaction types to optimize outcomes, I encountered difficulty in validating design decisions without direct user involvement in the design process, leading to much uncertainty in the entire design process.

AR Development

Building AR Interaction with MAKAR Platform

Originally aiming to participate in an innovative XR competition in Taiwan, I utilized their XR development platform, MAKAR, that allows users to create AR/VR products without requiring complex coding skills, streamlining my development process and making it more intuitive and engaging.

Demo

Let's Just Play!

Reflection

What I learned through this experience...

1. The trending and coolest technology isn't necessarily lead to the best solution.
In this project, the central challenge lies in choosing the right technology, amid the appeal of AR and VR. Through this journey, I've learned that the trendiest technology doesn't always lead to the best solution, underscoring the pivotal role of designers in shaping technology interactions. As a result, prioritizing user understanding and comprehensive testing are essential for optimizing design outcomes.


2. Research is to make my design more persuasive, effective and valid.
This marks my long-term project, focused on conducting comprehensive research to validate my design decisions. While I may have not dedicated sufficient time to iterating on solutions, I've diligently conducted user testing to gauge public perception of my products.