ARt Glasses Logo

An Augmented Reality Experience

ARt Glasses

UX Design

Problem

Augmented reality is becoming an increasingly popular addition to museum visits. However, most people have limited familiarity with the technology.

How might we design an enjoyable augmented reality experience for art museums that accounts for the largest number of viewers?

Solution

ARt Glasses provide a new way to interact with museums by providing an augmented reality experience designed to enhance the visit, teach, and entertain. ARt Glasses are easy to operate and encourage users to linger.

Client

Student project

role

UX/UI, Research, Workshop Lead, Information Design, Collaboration, Animation

collaborators

Claudia Tang

time

9 weeks

tools

Figma, FigJam, Illustrator, Photoshop, Blender, After Effects, Premiere Pro, Adobe Aero

core principals

While a theoretical experience, we developed north star principles to guide our process. ARt Glasses are as accessible, intuitive, and as immediate of an experience as possible.

consumer facing video

Process

Research

We conducted four user interviews. We completed a competitor analysis, an AR tech comparison, and a literature review on the current standard practices for AR, including best UX practices.

"

Headsets can sometimes be uncomfortable, but tablets don't usually have the full immersive aspect.

"

I wish I could touch [AR] objects when I see them!

"

I think having too many elements in the frame can be overwhelming. Simpler can be better - more impactful.

Interview Quotes

Key Findings

user insight

The user's primary goal is to have a unique, immersive experience.

Application

By providing exhibit-specific immersive AR moments, user's gain a new way of interacting with the art that meets their objective.

user insight

Even if they have AR experience, users fear that they might not be able to work the tech.

Application

The experience starts with a brief tutorial that teaches users how and when to use gestures. Outside of that, all interactions should be intuitive.

user insight

Price transparency is a concern for users.

Application

By allowing the experience to be an add-on to ticket purchases online ahead of time and to ticket purchases at a kiosk in the museum, we provide places for users to clearly understand the price without the perceived pressure of a staff member's presence.

define

Audience

Our primary audience consists of people who attend museums regularly - “Museum Connoisseur.” They love attending exhibits at the gallery and have limited exposure to AR technology. They are interested in experiencing art in a new, more immersive way as long as it supports exhibits and does not overwhelm them. They do not want a product with a large learning curve.

Our secondary audience “The Tech Enthusiast” will attend an exhibition with the sole purpose of trying new technologies. Museums are a social experience for this audience; they are not likely to attend an exhibit alone. While they have more confidence in their ability to quickly pick up new technology, they do not want to appear silly.

Persona One - The museum connoisseur

define

Workshops

We held workshops throughout the process to boost our understanding. The workshops focused on helping us understand commonly used gestures, prioritizing our workflow, testing our information architecture and parts of our interface design. Through insights we gained during these sessions, we were able to develop a more thoughtful design.

Zoom Workshop Gestures

solution

potential solutions

We considered a few different solutions before landing on using AR glasses.

Solution one

An AR experience using a tethered tablet.

  • Could increase wait times during the experience
  • Easily sharable with a group
  • Less immersive

Solution two

A downloadable mobile experience.

  • Requires users to provide their own device
  • Potential restrictions due to battery life or data plan concerns
  • Less immersive

Solution three

An AR glasses experience.

  • Higher upfront cost
  • 'Cool' tech draws users in
  • Most immersive

We chose solution three. We found that AR glasses offered the unique, immersive experience that was the key goal for our users.

solution

Museums succeed when they are able to promote the sharing of experiences, knowledge, and emotion with a wide variety of patrons. We strove to emulate this philosophy with our AR experience. By designing a solution that is useable to the largest number of people and by reducing common pain points, we created an augmented reality glasses experience that could be adapted to art museums across the country.

Our solution highlighted:

Accessibility

Non-native speakers, children, older people, and those with a wide variety of backgrounds should be able to enjoy the technology. We included settings like language options and closed captioning, used high contrast type, and limited the amount of clutter on the screen.

intuitive Interaction

There should not be a large learning curve for people unfamiliar with AR technology. On-boarding is limited and the device is easy to understand for a first-time user.

Immediacy

Wait times are kept as minimal as possible with solutions to cut down on queuing.

engagement

By providing users with an alternative way to engage with the museum, we draw people in and encourage them to linger.

solution

Gestures

Gestures to be used during the experience are designed to be simple and based on intuitive movements. We referenced Hololens to understand current best practices. By restricting the number of gestures that need to be learned to operate ARt Glasses, we created a more immediate experience, limiting pain points for the user.

Select

Grab

Close

Home

solution

ar visuals

Through a competitor analysis of current AR practices, we discovered that the visual language used for AR marketing is much showier then the reality. The trope of AR with a highly futuristic aesthetic does not reflect the actual experience of using AR technology.

By keeping our visual language simple - more in line with the reality of many AR experiences - we increased usability and accessibility.

ARt Glasses Visual Moodboard

ARt Glasses Moodboard

solution

Interface design

Simple and intuitive, the interface design is meant to follow common patterns for interaction. We limited the amount of clutter in the view  so as to not interfere with the art.

Interface design - home screen

solution

information architecture

We created the information architecture for what the user would see from the start of the experience through several interactions. We focused on limiting a heavy learning curve while still creating a full experience for our audience who have a range of technical abilities.

solution

check in & out logistics

Built to reduce pain points caused by waiting in line, our check-in and out logistics ensure the devices are able to stay safe while creating a straight forward process for the user.

solution

Features

Discovered based on research and user wants, we sorted our features using a priority matrix to help us determine what to include.

Exhibit Information:

  • Audio Options Available
  • Artist Biography
  • Basic Information about the Artwork (year, materials used, meaning, history, context of the art, etc.)

Accessibility:

  • Language Options (including closed captions)
  • Font Size
  • Voice Control (by request only)
  • Help + More Info Button

Enhanced Experience:

  • Information on Specific Parts of the Work
  • Zoom / Rotate to see details
  • Other Pieces by the Same Artist
  • Specific Moments Created for Specific Pieces of Art
  • Parts of the Art Come Out from the Wall for Closer Inspection
  • Walk "Through" the Art

Other:

  • Map Navigation / Wayfinding
  • Screen Syncing Capabilities for Sharing
  • Smaller Glasses for Kids with Automatic Syncing
  • Hand Tracking
  • Clear, Simple, and Limited Gestures
  • Intuitive Object Interaction
  • Simplified Screens

ARt Glasses Features

Features - Priority Matrix Chart

Features Priority Matrix

solution

final video

We filmed, animated, and produced a consumer-facing commercial for our experience. We strove to not only demonstrate some of the appealing interface and interaction design but also capture the immersive feeling that would draw the user to try ARt Glasses.

Video Storyboard - Section One

Video Storyboard

consumer facing video

Reflections

final thoughts

When we set out to design an AR experience for a museum, we were entering into a field of which we had very little knowledge. By trusting in our design process and following our research, we created a solution that captures many of our goals. Through workshops, critiques, and discussions, we were able to gain the insights we need to push our project forward. This was a highly collaborative process and we learned so much by working through this complex problem with each other.

As always, we strove to create an experience that put the user at the forefront. Designed with empathy and inclusivity in mind, our AR project would not only enhance the museum experience but create a new way to engage with art.

Next steps

I would create some of the interfaces in AR software to be able to test their usability in a real AR viewport. By validating our interfaces, we could move forward towards production.

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