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A participatory, multi-sensory experience for museum visitors to develop a deeper understanding of the intertwined relationship between humans and the natural world.
Multisensorial Experience Design -
1. Discover and Learn
Technique Used: AR via mobile phone
Identify and learn about plants anywhere in the museum with details on the major threats they face from human impact.
Featured Plants
AR Tags
Information Cards
2. Interact and Understand
Technique Used: Posture Detection and Screen Display, Projection Mapping and Object Detection and RGB LED Strip
Interactive Wall
Serves as an entry point to the dioramas and helps you learn more about the plants in the Hall of Botany.
Choose Diorama
Transform to Plant
Diorama Activity
Visitors play with the dioramas in a series of activities. They are rewarded with a visual feedback on the installation tree and a learning card about human impact.
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According to the ecosystems respectively displayed immersive projections in front of each diorama.
Projected Instructions
Open Play tab
Associated Game Card
Projection Triggered
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Following the hint to start the interactive game.
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Using phone camera through the museum app to detect projected objects and collect them.
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Completing the mission to receive a success card, including further details, leaving messages, and guidance for the next.
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LED strips are gradually lit up toward the central tree, and one leaf representing the player is bloomed amidst the canopy on the ceiling projection.
3. Pledge and Reflect
Technique Used: Visual, Audible, and Tactile Interface
Pledge Wall
Visitors interact with the pledge wall and leave a voice note. They will also be prompted at the end of each diorama activity.
Leave messages at the end of the activity
Listen to the messages as a separate experience after interacting with the wall.
Design Solution -
1. Enhancing museum visiting experiences
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Information browsing in Immersive Environments (AR)
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Wayfinding using digital projection mapping
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Experiential Learning using posture detection
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Social interaction through a tangible interface
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2. Three core experiences
Discover and Learn
Uncover the human impact on plants across ecosystems.
Interact and Understand
Get immersed in multi-sensorial activities inside the Hall of Botany.
Pledge and Reflect
Reflect on how changing your lifestyle can improve the planet.
Problem Statement -
How might we design an interactive learning experience to help the museum transform passive spectators to active participants who make conscious choices in their daily lives?
Design Principles -
Museums as a public space for critical dialogue.
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Showcase diversity in experience by leveraging the physical space and user tools available at hand.
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Design a gamified experiences that entice users to see relevance in the curated stories around the museum.
The hall of botany is the particular area for the Entangled exhibition, where is currently less popular than other showrooms with lively animal dioramas.
Plants constitute the foundation of ecosystems that breed diverse creatures. However, human impacts from daily activities have been accelerating the change in the natural world.
What is a museum?
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A museum is a
2021
Inga
CONTEXT
TEAM
ROLES
TOOLS
Overview
Design Principles
Problem Statement
Design Solution
Multisensorial Exp.
Holistic Visiting Experience -
Museum Visitors Journey
Scan App & Onboarding
Discover & Learn
Enter the hall & Interact
Play & Learn
Receive Feedback
Make pledges & Reflect
Journey at the Hall of Botany
Holistic Visiting Exp.
Design Process -
1. Exploratory Research
On-site Observation
Visitors interact with the pledge wall and leave a voice note. They will also be prompted at the end of each diorama activity.
Secondary Research
Visitors interact with the pledge wall and leave a voice note. They will also be prompted at the end of each diorama activity.
2. Defining Objective & Ideation
Visitors interact with the pledge wall and leave a voice note. They will also be prompted at the end of each diorama activity.
3. Prototyping for Live Demo
Visitors interact with the pledge wall and leave a voice note. They will also be prompted at the end of each diorama activity.
4. Physical Environment Setting
Visitors interact with the pledge wall and leave a voice note. They will also be prompted at the end of each diorama activity.
5. Video Production
Visitors interact with the pledge wall and leave a voice note. They will also be prompted at the end of each diorama activity.
Design Process
Future Steps -
Reflection
Learnings
Future Steps
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