Design Process

Project Scope: Service Design Project at Purdue

Project Team: Maham Ghazanfar, Anam Nasim, Abdul Moeed Asad

Designated Role: Ideation and research, sketching, prototyping

Tools Used: Miro, Figma, paper prototyping, physical prototyping

Problem Space

As museums broaden their missions and seek to attract new audiences, they are recognizing the need to create experiences that are meaningful, accessible, and relevant to a wide range of learners. They are experimenting with new ways of imparting knowledge through interactive exhibits and mobile apps, participatory storytelling, collaborative participation and are exploring technology like AR/VR/MR to enhance the visitor experience.

For our project, our main goal was to assist museums in harnessing technology to create innovative solutions that cater to the needs and interests of specifically middle school students. We propose an enhanced and meaningful visit for them. With our proposed solution, we wanted museums become more inclusive and effective educational spaces by providing tailored solutions.

Problem Statement

In order to make the project more relatable and to focus on a context with significant room for improvement, we decided to focus our scope to a museum in South Asia. Based on our personal experience and research, we found that museums in this region often lack interactivity, making them unengaging for visitors, and also suffer from poor management.

After careful consideration and consulting with a museum expert from Pakistan, we chose the Taxila Museum in Pakistan as our project context. This museum houses a significant and diverse collection of Gandharan art dating from the 1st to the 7th centuries CE. Many of the objects in the collection were excavated from the ruins of ancient Taxila. Furthermore, the museum is surrounded by a number of historical sites, providing visitors with a rich cultural experience.

Design Process


The project involved multiple rounds of diverging and converging of ideas. We used sketching as our primary tool to explore and evaluate ideas after every “burst of research”. The process consisted of iterations of exploring opportunities and evaluating them via sketching and collective sense making respectively. In this way we were able to establish focus into narrower scopes in-depth.

The first stage involved broad brainstorming to understand what could be done to make museum experiences more immersive for students, followed by affinity diagramming to identify the most promising ideas. In the second stage, we made sketches that specifically dealt with themes of learning, games/crafts, and immersion through AR/VR/MR technology.

Narrowing the Problem

What Does
Research Tell Us
  1. VR for Cultural Immersion
    VR has recreated scenes from old history that people can enjoy and the Open Heritage Project has recreated heritage sites around the world accessible to everyone
  2. Immersion in Museums and Cultural sites
    AR and projections are being used creatively in museums and heritage sites to enhance the in-person experience.
  3. Gen Z in Heritage Culture
    Younger audience has a tendency to get bored at heritage sites after a while due to a lack of activities and while they are rather tech savvy, they also do not want to look at a small screen throughout
  4. Insights from Expert Interview
    - Creating racetracks and signage that produces a conducive experience
    - Create animations and visuals that are interesting for students
    - Offer simulation of experiences for more immersion

Deeper Dive: Comparative Analysis of Different Museums

we first explored the differenthistorical museums in Pakistan that are open to the public and offer a variety of differentexperiences that could be explored as part of the museum going experience. The three
most popular museums in Pakistan are the following:


Additionally we analyzed another museum, the Met for kids as an early exploration of possible ways in which we could go about curating a museum experience since the Met specifically and effectively focuses on making the museum going experience both fun and educational for children

Key features and pros and cons highlighted for each museum

Exploratory Ideation

After our initial research and exploratory interview we did a sketching exercise from which each of us generated around ten ideas. In order to systematically make sense of the data we did a thematic analysis. From the thematic analysis we identified seven areas we could look into. From this exercise we choose to chose to dive deeper into the areas of AR, games, crafts, and general immersive experiences.

Initial wireframes based on the concept of a centralized dashboard showing key employee and office information

Thematic Sketching

From this exercise we choose to chose to dive deeper into the themes of AR, games, crafts, and general immersive experiences.

Immersion

In our exploration of immersive experiences we discussed creating experiences that provided a sensorial experience of historical experiences.

Crafts and Games

In our discussion of crafts we focused on creating a space that was focused on active learning. Museums should create environments that encourage reflection but also creation

AR information

We considered how we might add another dimension of information to artifacts in the museum. Mixed reality seemed like a worthwhile endeavor to add contextually relevant information in ways that are easy to understand.

Scavenger Hunt

Why does pokemon go make for an enjoyable walking experience? Is it possible to create compelling museum experiences leveraging the artifacts in the museum? We think about these questions withour focus on creating a scavenger hunt.

Finalized Concepts

1 | Information Podium

  • A physical podium with a screen with an extendable keyboard to search for items and tracker ball to scroll through the different items.
  • A touchscreen embedded in the wall
  • Holographic projection podium where a 3D model of the image would be viewed with a touchscreen panel on all sides for searching.

2 | Scavenger Hunt

  • Hints as riddles to find artifacts
  • Different groups different versions
  • Collaborative effort for completion
  • Unlocking an experience as reward for completion

3 | Crafts and Activity Room

  • AR coloring sheets to bring the students’ creations to life
  • Archaeological pits to develop an understanding of how and where artifacts were uncovered
  • Pre-fabricated modeling kits to recreate structures and artifacts

4 | Immersive Experience Room

  • The students can embody the roles of prominent characters within different phases of the history discussed and can interact with an AR screen where they see themselves as those characters

  • Simulation of different time periods on screen gives the students a sense of immersion in historical space.
  • The simulations will also incorporate storytelling to engage the students`

Bringing It all Together - The service design Prototype

After finalizing the ideas that we wanted to incorporate into the service for the museum school field trip, we decided to make a looks-like prototype to envision how the different elements would work with the actual museum. Thus, we then made some sketches that showed how the museum layout would be used and modified for the proposed service design as we based the design on the actual map of Taxila Museum.

This sketch shows how the layout of the museum would change for the craft room and an additional room created for the Immersive room

This sketch focused more on the initial proposed pathway of the tour. As found during our research, having a defined one-way path helps in understanding the story and is particularly important with a field trip since managing the students becomes important

In this final prototype, we also added the placement for the holographic projections in the three main gallery sections of the museum, showed a basic version of what the crafts and activity room could look like, along with the scannable artifacts for the scavenger hunt.

Conclusion

  1. We acknowledge that some of our ideas may be idealistic and may require more research and development to become a reality.
  2. As we were not able to physically prototype our solutions, we may not have fully understood the student experience during a museum field trip.
  3. We assumed that the field trip would only involve the students and no other visitors would be present, which may not always be the case.
  4. Our proposed scavenger hunt activity relies on AR markers, which would need to be updated regularly if the museum's displays change frequently.

Our next steps could possibly include the following considerations

  1. Testing for concept and applicability: In order to test the feasibility and practicality of our proposed solutions, we would like to conduct user testing and interviews with students, teachers, and museum curators.
  2. Expand on the details of the 3D experience room: We will focus on expanding the details of our proposed 3D experience room, which is an immersive space that combines AR technology to create an interactive learning environment.
  3. Focusing on the content of the worksheet: We would like to work towards creating worksheet content that needs to be approved by educators and museum curators as that was not looked into detail.