Building an Augmented Reality app for exhibition
During Cortina Productions’ internship, we showcased how Augmented Reality can fulfill what’s missing in a museum
Sketch, Zeplin, ProtoPie, Photoshop, Samsung Galaxy Tab
Research, User Interface and Exhibition Design, and Prototyping (An Intern project)
During a 3-month internship at Cortina Productions, interns received a client’s proposal to create a museum of future in July. "The Future is Calling," the Augmented Reality app designed for this special exhibition, blurs the boundary between physical and virtual objects and museum interaction.
While museums spend a tremendous amount of money on bringing artwork for an exhibition, what if their budget was out of reach to bring certain pieces or there's just no way to find an actual object?
We developed an AR app "The Future is Calling" which, as a part of the whole exhibition, shows a virtual object at a specific anchor. Furthermore, information on a wall turns live when pointed with a tablet, Just like Harry Potter, to enrich an audience with dynamic context.
Since we were limited to work on the intern project only in the morning during July, I jumped right into wireframing as we decided our goal. I first walked around the office to find a perfect place for our exhibition because I wanted to brainstorm on how an object and content would look.
To complete this task, I walked around with my iPad, took photos of possible locations, and drew on top of these to share ideas to teammates. After deciding the site and a rough UI design, I moved to high-fidelity prototype.
Being only one experienced in Augmented Reality, I chose to get a set of goals as a guideline. After much discussion and education, we decided to be very considerable of an audience visiting a exhibition and holding a tablet by:
Placing the exhibition material not too high. Our target audience age was from 14 to 40. Hence, we wanted the display to be reachable to young kids.
Limiting digital content length. I worried about the audience holding the tablet for too long and feeling pain from it. I also had to consider young kids and people with disabilities. Therefore, we limited the digital content length to be within two minutes so the audience can rest and place the tablet on a table in between.
Providing hands-on experience. While we weren't able to find key objects for the exhibition, we asked coworkers to donate old cell phones for the exhibition. We wanted the audience to immerse profoundly and to take a break from a tablet naturally as they interact with physical models.
Despite our limited time, we performed two usability test with help from the client. We used the agile process to support the sprint and made improvements on the prototype as we perform tests.
Since the client knew the main idea, I observed their behavior, asked questions based on their move, and wrote down additional feedback.
We decided to:
Make an anchor more visible
Add an artistic twist on a wall content
Increase the object's animation speed to hint it is rotatable quickly
There were design, production, and programming team with different background and being on the same page was critical. To communicate, I created visual prototypes. I also created documentation on UI and interaction flow.
After a few iterations based on usability testing and client’s feedback, here are final designs.
Reflecting on Findings
During one month of our intern project, I, most importantly, learned how to communicate with coworkers with different background. To overcome our differences, I created extensive design materials to communicate with them. In addition, I learned more about exhibition design and augmented reality design principles.