This project showcases various research methods in order to discover and define an opportunity space when there is no predetermined problem. We sought to understand people's experiences and expectations in museums in order to improve, enhance, or innovate on the experience.
We built an interactive diorama as a lean prototype in order to test our idea, and learn more about museum-goers.
Design, Lo-Fi Prototyping, Hi-Fi Prototyping, Illustrator, Laser Cutting, Design Research (View Deliverables), Physical Assembly, Ethnography, Qualitative Analysis, Qualitative Testing, Stakeholder Alignment
Offline, Museum Curation, Physical Design, Toy-as-a-Tool
Design Research (Ethnographic Walkthroughs, Photoethnography, Artifact Analysis, Guided Storytelling, Customer Journey Mapping, Experience Mapping, Exemplar Collecting, Flow State Analysis, Moderated Task-Based User Testing, Lo-Fi Prototypes, Hi-Fidelity Prototype, Design Pitch Deck
View the design process and deliverables below.
At first glance, museums appear to be places everyone goes to look at art. But the best opportunities to disrupt and change an experience are when no one expects change. We want to create a tool that can change the way we experience a museum.
You and I. And everyone else who desires to discover and rediscover museums time and time again. We held museum curators in mind as actors who could best utilize our tool, but ultimately we wanted to align our design with museum-goers. We wanted to see how museum-goers might play with our diorama, and how new ways of moving about a museum space in the miniature might translate to new ways of experiencing museums in real life.
What is a museum?
What is the nature of experience in a museum?
How do people remember and reflect on their experiences in a museum?
Who are museum users/stakeholders?
How are artifacts displayed in a museum?
What are the different layouts of a museum? How do they guide you?
What breaks the flow of the museum experience?
How do you control the User Flow of a museum experience?
What does it mean to wayfind in a museum?
To better understand concept of “'museum-going,” it's touchpoints, and users’ expectations/experiences, we conducted:
Above is one of our team's Customer Journey Maps. This was inspired by our ethnography trip up to the Newfields Museum in Indianapolis, IN.
A museum is not a place where we struggle to find our way around only to look at old art. Museums are places for active engagement. They are changing. Users vary and are complex.
Our most interesting opportunity is to develop a tool for museum curators. These professionals consider their users' emotions when they explore their exhibitions. Yet, their users can feel in-the-way, claustrophobic, or awkward seated by a painting.
It is important for curators to take out the guesswork. Some art should feel intimate cloistered. Some should feel open enough for friends to gather and comment. The key is to know when is appropriate.
We must develop a tool to test how users feel when they move through museums. This tool should give curators the insight into how users expect to feel when moving through a museum.
At first glance this is just a chair. Not ornate. Not dignified. It has a sign taped to it. This chair became one the central inspirations behind our design.
A participant tests out a "walk through" of the museum setup with her fingers.
We created a physical diorama of a museum room, we call Hakim Setup. Users are free to play with the miniature exhibition setup.
This includes: laser cut walls, tables, chairs, plants, and artwork. As a lean prototype, our diorama acts as a probe for user input. We want users to feel comfortable talking about their emotions in a complex space. We also want our users to feel free to engage in play.
To help understand user play and input we crated a worksheet to examine user flows. We created metrics to help analyse their flows while they show how they move through the exhibits. It is critical that the curators pay close attention to the way users feel and ask why they feel those emotions. These insights enable curators to generate bold arrangements aligned to their museum-goer expectations.
At first glance, museums appear to be places everyone goes to look at art. But the best opportunities to disrupt and change an experience are when no one expects change. We want to create a tool that can change the way we experience a museum.
To better understand concept of “'museum-going,” it's touchpoints, and users’ expectations/experiences, we conducted:
A museum is not a place where we struggle to find our way around only to look at old art. Museums are places for active engagement. They are changing. Users vary and are complex.
Our most interesting opportunity is to develop a tool for museum curators. These professionals consider their users' emotions when they explore their exhibitions. Yet, their users can feel in-the-way, claustrophobic, or awkward seated by a painting.
It is important for curators to take out the guesswork. Some art should feel intimate cloistered. Some should feel open enough for friends to gather and comment. The key is to know when is appropriate.
We must develop a tool to test how users feel when they move through museums. This tool should give curators the insight into how users expect to feel when moving through a museum.
We created a physical diorama of a museum room, we call Hakim Setup. Users are free to play with the miniature exhibition setup.
This includes: laser cut walls, tables, chairs, plants, and artwork. As a lean prototype, our diorama acts as a probe for user input. We want users to feel comfortable talking about their emotions in a complex space. We also want our users to feel free to engage in play.
To help understand user play and input we crated a worksheet to examine user flows. We created metrics to help analyse their flows while they show how they move through the exhibits. It is critical that the curators pay close attention to the way users feel and ask why they feel those emotions. These insights enable curators to generate bold arrangements aligned to their user expectations.
Below you will find detailed sections on the Context, Methods, Process, and Outcome of this design research.
Oops! This project is best displayed on a larger screen. To learn more, open this page on your laptop or PC. Or, click on the button below to view the PDF.
You can still view project photos below. Enjoy!
At first glance, museums appear to be places everyone goes to look at art. But the best opportunities to disrupt and change an experience are when no one expects change. We want to create a tool that can change the way we experience a museum.
To better understand concept of “'museum-going,” it's touchpoints, and users’ expectations/experiences, we conducted:
A museum is not a place where we struggle to find our way around only to look at old art. Museums are places for active engagement. They are changing. Users vary and are complex.
Our most interesting opportunity is to develop a tool for museum curators. These professionals consider their users' emotions when they explore their exhibitions. Yet, their users can feel in-the-way, claustrophobic, or awkward seated by a painting.
It is important for curators to take out the guesswork. Some art should feel intimate cloistered. Some should feel open enough for friends to gather and comment. The key is to know when is appropriate.
We must develop a tool to test how users feel when they move through museums. This tool should give curators the insight into how users expect to feel when moving through a museum.
We created a physical diorama of a museum room, we call Hakim Setup. Users are free to play with the miniature exhibition setup.
This includes: laser cut walls, tables, chairs, plants, and artwork. As a lean prototype, our diorama acts as a probe for user input. We want users to feel comfortable talking about their emotions in a complex space. We also want our users to feel free to engage in play.
To help understand user play and input we crated a worksheet to examine user flows. We created metrics to help analyse their flows while they show how they move through the exhibits. It is critical that the curators pay close attention to the way users feel and ask why they feel those emotions. These insights enable curators to generate bold arrangements aligned to their user expectations.
Below you will find detailed sections on the Context, Methods, Process, and Outcome of this design research.
At first glance, museums appear to be places everyone goes to look at art. But the best opportunities to disrupt and change an experience are when no one expects change. We want to create a tool that can change the way we experience a museum.
To better understand concept of “'museum-going,” it's touchpoints, and users’ expectations/experiences, we conducted:
A museum is not a place where we struggle to find our way around only to look at old art. Museums are places for active engagement. They are changing. Users vary and are complex.
Our most interesting opportunity is to develop a tool for museum curators. These professionals consider their users' emotions when they explore their exhibitions. Yet, their users can feel in-the-way, claustrophobic, or awkward seated by a painting.
It is important for curators to take out the guesswork. Some art should feel intimate cloistered. Some should feel open enough for friends to gather and comment. The key is to know when is appropriate.
We must develop a tool to test how users feel when they move through museums. This tool should give curators the insight into how users expect to feel when moving through a museum.
We created a physical diorama of a museum room, we call Hakim Setup. Users are free to play with the miniature exhibition setup.
This includes: laser cut walls, tables, chairs, plants, and artwork. As a lean prototype, our diorama acts as a probe for user input. We want users to feel comfortable talking about their emotions in a complex space. We also want our users to feel free to engage in play.
To help understand user play and input we crated a worksheet to examine user flows. We created metrics to help analyse their flows while they show how they move through the exhibits. It is critical that the curators pay close attention to the way users feel and ask why they feel those emotions. These insights enable curators to generate bold arrangements aligned to their user expectations.
Oops! This project is best displayed on a larger screen. To learn more, open this page on your laptop or PC. Or, click on the button below to view the PDF.
You can still view project photos below. Enjoy!
He is working hard to craft an easy-to-understand & interesting display of his products and design process. He hopes you will enjoy smirking as I work to pick through this awkward rock-and-a-hard-place. He says it's my payment for the inconvenience!
Taking design work off of a screen interface is exhilarating. This is when UI best practices are thrown out the window. This is when design process becomes most pronounced. I love the feeling of visiting the field sites for projects. For this in particular, I visited and photo-documented 2 Museums in the U.S., and 7 Museums in Europe. I was getting to know how it felt to really be a user in places that have complex spatial interactions.
I have had a very difficult time reducing this 4 month UX Research project into a readable, digestible, and understandable case study. Originally, my team and I submitted a final design deck of 132 slides (including Appendix) as our final proposal. Ultimately creating a variety of truncated accordion div blocks made the most sense to me.
Regretfully, my content is formed via grids, which makes moving around photos and lightboxes difficult on this page. If I were to do it all over again, I would start with simple columns, classed out and styled the same to fit in section containers.
I would love to do this project again. This was originally a semester long Master’s class on experience design. How do we conceive of an experience? Is it possible to design an experience? What is “an experience” versus the vague category of experience. Why do so many people demand intuitive, delightful experiences? Is intuition and delight always appropriate? For example, is a video game delightful if it is intuitive and easy? Should the button to send off the nuclear warhead be intuitive and delightful? I hardly think so. Experiences should be designed so that they reflect the complexity of what it means to engage in a particular experience.
In this project, Hakim Setup, we found that our diorama is a tool for museum curators to bring in users and participate in restructuring these particular experiences. This is a way to understand the kind of subjective complexity a work of art can represent, and then curate it in a physical space that will speak to that representation.
I want to thank my teammates for being amazing designers.