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.

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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.

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Choose Diorama

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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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​1.
According to the ecosystems respectively displayed immersive projections in front of each diorama.

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Projected Instructions

Open Play tab

Associated Game Card

Projection Triggered

​2.
Following the hint to start the interactive game.

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3.
Using phone camera through the museum app to detect projected objects and collect them.

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4.
Completing the mission to receive a success card, including further details, leaving messages, and guidance for the next.

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​5.
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.

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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

  • 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.

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Interact and Understand

Get immersed in multi-sensorial activities inside the Hall of Botany.

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Pledge and Reflect

Reflect on how changing your lifestyle can improve the planet.

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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.

  • Showcase diversity in experience by leveraging the physical space and user tools available at hand.

  • Design a gamified experiences that entice users to see relevance in the curated stories around the museum.

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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?
-

A museum is a

2020

New Resilient Ground

CONTEXT

TEAM

ROLES

TOOLS

 
 
 
 
 

Holistic Visiting Experience -

Museum Visitors Journey

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Scan App & Onboarding

1 Onboarding.jpg
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Discover & Learn

2 Discover.jpg
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Enter the hall & Interact

3 Plant wall.jpg
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Play & Learn

4 Projection.jpg
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Receive Feedback

5 Tree.jpg

Make pledges & Reflect

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Journey at the Hall of Botany

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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.

 

Future Steps -

Reflection

Learnings