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Design Summary

Process

Research >
Problem Space

Research

Through a series of museum visits, interviews, and literature review, we narrowed in on three important developments within the 21st Century art museum space:

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Reinvention of Collections
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The Role of Musems
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The White Cube

How might we enrich learning in art museums, founded on both the diverse histories behind the art and visitors’ individual curiosities?

How could we empower curators to create these learning experiences?

Research > Problem Space >
Problem Statement

We then developed this problem statement. While our initial design might not solve the broader entangled issues we identified, it might add a tool to the toolkits of educators working against them.

We realized from speaking with museumgoers and curators, our industry research, and our own experiences at CMOA, that there was a lot of potential in using augmented reality to empower both museums and museumgoers to collaborate on richer learning experiences. We built this conclusion around the following insights on how the affordances of the technology might enrich both learning and curation at art museums.

Artivive, Austrian Belvedere Museum

Artivive, Austrian Belvedere Museum

Research >
AR In Museums
Bridging The Gap

Museums can only communicate so much with wall text and other existing tools. Augmented Reality can provide new, seamless channels through which to learn. Opt-in interactivity afford visitors a wealth of new information tactically, without overloading them

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Focus On Art

Augmented reality experiences also don’t have to get in the way of the connection to art that physical presence so crucially affords. AR content can be designed with different levels of information and immersion, depending on what’s right for museum experiences

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Responsive Curation

Using these new channels, museums can change the experiences they offer much more nimbly. They could better reach out to new and changing audiences, and leverage data on how visitors experience their galleries to responsively improve curation of not only virtual, but also real-life content

03

As we researched how augmented reality platforms could enrich museum experiences, we needed to understand how people use them, what interactions they afford, and how we might best deploy those to achieve our design goals. Even without many common consumer devices, existing AR interactions feel surprisingly intuitive, tactile, and effective on systems such as Hololens 2.

Research > AR In Museums >
Interaction Toolkit

Designing Artifact

Research >
Hands-On Demos

To understand how to design for virtual spaces, we did a lot of technical secondary research, but also were able to demo both existing Hololens platforms. This was crucial in understanding the AR and Hololens experience, including how intuitive it was to manipulate 3D and “2D” content together in mixed reality.

We found that there’s an amazing amount you can do with this technology, and were surprised by how easy it was to pick up. We also wanted to design around the reality that it’s a very new technology for most people, especially as our users would be renting, rather than owning, it.

Designing >
User Experience

We designed the Artifact experience as a service in four parts: Discovery, Onboarding, Experiencing Art, and Reflection.

Visitors are introduced to the Artifact experience when they pick up museum passes on-site or online. Visitors may purchase passes just as for other special exhibits and ease in through device and content onboarding in a dedicated zone. They pick their own path through the museum, get to where they’re going, and interact with content specific to works relevant to them.

Visitors may switch things up at any time or share their journey with the Artifact community. When finished, they swap their headset for a physical keepsake with a record of the pieces they wanted to remember.

Purchasing Artifact Passes

Ticket Desk

Museumgoers purchase Artifact passes at the ticket desk. Staff direct visitors to the Artifact Experience desk to pick up headsets

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Onboarding

Forum Gallery

Visitors show their ticket to borrow a headset. Staff assist with fitting and calibrating and visitors follow a tutorial to learn gestural interfaces

2

Experience Selection

Forum Gallery

Visitors begin by choosing among:

  1. Fully guided tours from museum’s curatorial staff

  2. Community tours published by museumgoers

  3. A custom tour generated from visitor preferences

 

They also may browse galleries and Artifact content independently

3

Getting To The Gallery

Atrium

Lightweight visual indicators and audio instructions guide visitors to galleries, and the pieces on their chosen pathways

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Discovering Interactions

Gallery Entrance

Virtual indicators adjacent to wall text signal where visitors can interact with Artifact content

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Interacting With Art

Galleries

Visitors learn about works by browsing four categories of information:

  1. General Information

  2. Artist Background

  3. Process and Craft

  4. Historical Context

Visitors rngage with content bespoke to each piece

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Adapting Your Experience

Anywhere

Visitors may call a control panel anytime to change or exit their tour or access settings, bookmarks, and a gesture refresher if they have any issues

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Sharing Your Journey

Anywhere

Visitors can assemble and submit their personal paths as tours to an online community. Museum staff moderate community tours and highlight them in the experience select interface

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Remembering Your Tour

Forum Gallery

When they wrap up, visitors return their headset to the check-in desk, and receive a memento card showing their pathway. A QR code links to digital keepsakes showing works seen during visitors’ tours

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