Industry sponsored Project • Augmented Reality •UI/UX

Eureka — Gamification AR Experience for Museum

Time

Oct. 2021 - Jan.2022

Role

Lead Product Designer

Team

2 Product Designer
1 Unity Engineer

Responsibilities

UX/UI Design, User Research, Modeling

Project Summary

Eureka! is a project sponsored by W·Z Digital Information Technology, a company that focuses on integrating VR, AR, MR into the cultural tourism industry.

In this project, I led a team of three to create an online platform and an interactive touring experience for museum visitors based on W·Z Digital’s self-developed MR headset. Despite a few design ideas and interactive effects that cannot be achieve dued to the equipment limits, Eureka! was a decent project in terms of meeting stakeholders’ needs, and working closely with developers to maximize user experience by a MR product in a more comprehensive and sustainable way.

01. overview

01. overview

01. overview

01. overview

01. overview

01. overview

[ What’s Vland Builder and what did I do for this project? ]

CHallenge
How to groom repeat visitors for local museums through MR experience?
How to maximize user experience and product vitality with limited  resources?

SOLUTION
A universal and sustainable model that can be applied in most museums

1. Use gamification to design memorable tour experience
2. Create ecologically friendly environment and game content
3. Design easy-to-start interactions

THE OUTCOME
First half:  offline interactive tour

To make offline museum tours more attractive, we introduce a line of virtual pets or “sprites” in the gamification process. These sprites are tourist guides when users visiting one or several museums. And interactively, users can catch, release or update different sprites in their collections when they walk into different spaces.

We hope that by blending interactive fun into a tour, new visitors to museums would possibly become repeat ones.

01. Catch a sprite!

The layout design is based on common non-professional design tools, making map editing easy to start.

02. Enjoy an interactive tour guided by the sprite.

Users can add assets from the left panel following the “Walls”, “Objects”, “Photos”, and “Effects” order; while when they select assets already in the canvas, the left panel will change to the selected asset category.

03. Upgrade the sprite to next level

The layout design is based on common non-professional design tools, making map editing easy to start.

THE OUTCOME
Second half: an online integrating platform for visitors, sprites, and all the museums in the city!

This is a one-station information platform for all users, sprites, and museums in a local city. Visitors who are attracted by particular sprites could reserve offline visits through the platform. The release, catch, upgrade of sprites could also be achieved on this platform in “My Sprites”.

01. Find your favorite sprite and exhibition

The layout design is based on common non-professional design tools, making map editing easy to start.

02. Select the museum and reserve offline interactive tour

The layout design is based on common non-professional design tools, making map editing easy to start.

03. Check the sprites you have and choose one to release

The layout design is based on common non-professional design tools, making map editing easy to start.

04. Receive notifications from museum officials

The layout design is based on common non-professional design tools, making map editing easy to start.

02. Context

02. Context

02. Context

02. Context

02. Context

02. Context

[ How did we find the problem and define the design scope? ]

RESOURCES & DEMANDS
Ori, the MR device from W·Z Digital

Our MR design is based on Ori, a headset independently developed by W·Z Digital in 2019. Ori can achieve 6 DOF spatial positioning, gesture recognition, and forward environment perception.

But Ori is a device still in its early development stage:

1.
It only includes five interaction methods (Gaze, OK gesture, Click, Open palm, Make a fist);
2. It can not allow random drags or moves other than the preset interactions;
3. It may go wrong when users take more than one method to interact.


Corresponding, our design needs to:

1
Select simple and recognizable gestures;
2. Keep the interactions short and easy to display.

Stakeholders’ needs

03. Research & Ideation

03. Research & Ideation

03. Research & Ideation

03. Research & Ideation

03. Research & Ideation

03. Research & Ideation

[ How did I narrow down the problem, design, iteration, and made certain decisions? ]

USER RESEARCH
Online survey: many people don’t go to local museums

In order to know local museums visitors in different cities, we sent online questionnaires to a number of netizens via social media. Among the surveyed, 184 people responded to us.

Follow-up interview: people who go to museums are not satisfied

On knowing the general situation, we conducted semi-structured interviews to get in-depth information.

Visitors to Shanghai Museum including 14 persons online and 10 persons offline were invited to share their experience.

IDEATION AND VALIDATING
We brainstormed four ideas and selected one through evaluation

The above four design ideas are evaluated in terms of universality, fun & intuitiveness, technical feasibility, and sustainability. Since our stakeholders need to develop a product model that appear attractive for both users and museum operators, we decided to further Idea #4.

04. Design

04. Design

04. Design

04. Design

04. Design

04. Design

[ How did I narrow down the problem, design, iteration, and made certain decisions? ]

PRODUCT ECOSYSTEM
A universal and sustainable model for museums where ‘sprites’ serve as both virtual pets and tour guides

In this product ecosystem, the online platform can help attract museum visitors by displaying current exhibitions and sprites in the local city.Users who are interested in this gamified MR experience guided by sprites could release/catch/upgrade their sprites and probably purchase merch in museums. In order to attract users back in future, museums can collaborate with designers and social organizations to produce and release new games plus sprite characters that fit various exhibition themes.

USER JOURNEY CIRCLE
Online platform & Offline interactive tour

Online platform design

HIGH-FIDELITY PROTOTYPE
One online platform to connect all users, sprites, museums locally

This online platform is crucial to the establishment of a sustainable product ecosystem. Attracted by popular sprites and exhibitions released on the platform could draw visitors directly to musems.Sprites newly caught by visitors in museums will display in “My Sprites”. For other sprites they already have, users  can choose to release and update them while playing games in the interactive tour.

Interactive tour design

MECHANISM
If new visitors have fun catching new sprites and upgrading old ones, they will be likely to come back

Design Sample
Bronze exhibits in interactive tour: the potential to cooperate with freelance designers or organizations

As museums need to constantly improve Mixed Reality tour experience to stay inviting, their operators demand a universal and sustainable model for long term development. So we choose an array of bronze exhibits as example to illustrate a normal guide when designing new MR experiences.

ITERATION & USER FLOW
Test and iterate wireframe of the tour twice to ensure feasibility

Based on previous research and findings on those bronze exhibits, we created a wireframe of the MR experience in Bronze exhibition, and made proper  improvements to it after two rounds of user testing.Gave up prolonged active gestures which might bore users, added automatic triggers instead. Reduced the number of buttons on screen to prevent mistake clicks.Simplified the process to enable quick dive into the immersive tour. Added more content to beginner tutorials.

TASK FLOW
Interactive tour: bronze exhibition

05. Prototyping & Testing

05. Prototyping & Testing

05. Prototyping & Testing

05. Prototyping & Testing

05. Prototyping & Testing

05. Prototyping & Testing

[ A Simplified Vland Builder ]

PROTOTYPING
Collaboration with W·Z Digital

At this stage, we mainly focused on the user interactions when wearing Ori and the user flow (game scene and user interface design were temporarily left out).

I myself built up the scene and worked closely with the development team of W·Z Digital. But as shown below, the real exhibit (Ding 鼎) was temporarily replaced with a QR code in this prototype.

Step 1

Catch / Release a sprite

Step 2

To understand the game mission

Step 3

Basic tutorial & Look for ancient kitchen wares

Step 4

Upgrade the sprite

USER TESTING
I tested the prototype with users and analyzed feedback

Testing Goals:
1. Check whether the existing prompts guide users to the right action.
2. Adapt interactions in experience to users’ cognition and intuition.
3. Know to which extent does the system’s feedback meets users’ expectations.

06. Reflections

06. Reflections

06. Reflections

06. Reflections

06. Reflections

06. Reflections

[ How did I narrow down the problem, design, iteration, and made certain decisions? ]

Eureka! taught me how to improve user experience with limited resource and time.

Though the MR device of W·Z Digital does not support some natural movemetnts such as drag and pull, and it can not discern the ‘OK’ gesture easily from ‘open palm’ and ‘form a fist‘, we have managed to:

1. Envision a feasible ecosystem for its sustainable development;
2. Design a clear, direct interaction process to make user control more effective.

SPECIAL THANKS
Sprites are designed by SURIYUN

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