Overview
Problem Statement
Video
Research
Gestures
Information Architecture

ARt Glasses

ARt Glasses provide a new way to interact with museums through augmented reality. Designed to enhance the visit, teach and entertain, ARt Glasses are accessible, intuitive, and increase engagement by encouraging our users to linger.

My Role

Conducted extensive research, crafted information architecture and user interface design, developed AR assets, and initiated multiple workshops for gestures to simulate an AR glasses experience. Produced a customer-facing promotional video. Carried out feedback sessions with peers and instructors.

Duration

3 Months

Tools

Figma
After Effects
Premiere Pro
Photoshop
Blender
Illustrator

Team

Susannah Ellis

Feature Highlights

Similar art or other pieces by the same artist

Users can slide through a slideshow of related works using a grab gesture.

Exhibit Information

Artwork recognition through glasses triggers AR title display.

Enhanced Experience- Falling flowers

Experience falling flowers with music at Henry Art Gallery's interactive exhibit.

Enhanced Experience- 3D walk “through” the art

The 3D walkthrough pulled out painting parts and the user is able to see things one section at a time in a flat 3D way.

Problem Statement

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 AR experience for art museums that is enjoyable for the largest number of viewers?

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 usable to the largest number of people, and reducing common pain points, we created an augmented reality glasses experience that could be adapted to art museums across the country.

Our solution focused on being:

Accessible

The technology is designed to be accessible and enjoyable for speakers of other languages, children, seniors, and people from diverse backgrounds. Features include language options, closed captioning, high-contrast type, and a clutter-free screen.

Intuitive

For those new to AR technology, the learning curve should be minimal. Onboarding steps are streamlined, ensuring the device is user-friendly for first-time users.

Immediate

To reduce wait times, strategies are implemented to minimize queues. The device is designed for easy access and return, enhancing user engagement.

Supports the museum exhibit

The design does not overwhelm. By keeping visual clutter down, we maintained users’ awareness of their surroundings. The use of ARt Glasses does not interrupt the experience of other museum-goers when in use.

Increase engagement

Offering an alternative engagement method, the museum experience becomes more appealing, encouraging visitors to stay longer.

ARt Glasses Customer-facing Promotion Video

We filmed, animated, and produced a consumer-facing commercial for our experience. We wanted 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.

Design Process

Research

Our research was broken down into several phases. We started by researching the best UX practices behind current AR. We conducted 7 user interviews from which we gleaned insight that would guide us and help us build personas. We completed competitor analysis, an AR tech comparison and we researched some of the current standard practices for AR, such as gestures, interface design.

Why AR Glasses?

Tethered Tablet

Pro:
  • People understand how it works
  • Can be used by groups
  • Easy to clean
  • Immediate
Con:
  • Might have wait time
  • Less immersive experience
  • Potentially dated and boring feeling
  • Handheld is less accessible
  • Concern over one's device blocking someone else view

Glasses

Pro:
  • Sleek, less bulky
  • Cool Tech
  • Immediate
  • Immersive experience
Con:
  • Potentially high learning curve
  • Might not suitable for people who wear glasses
  • Tech is not quite there
  • Check in/out logistics

Smart phone

Pro:
  • Familiar with consumers
  • No extra check in/out logistics
  • Usable by multiple users simultaneously.
Con:
  • Requires people to take the time to find and download an app
  • Less immersive experience
  • Could drain battery
  • Might have extra data cost
  • Handheld is less accessible
  • Concern over one's device blocking someone else view

Headset

Pro:
  • Higher immersive experience
  • Cool Tech
  • Immediate
  • Adjust the width and height
Con:
  • Bulky(ish)
  • Potentially high learning curve, can require troubleshooting
  • Expensive
  • Check in/out logistics

Audience

Overall audience: Attendees of the Henry Art Gallery.
Most museums cater to a large section of users. While ARt glasses ought to meet as many users' needs as possible, we designed the experience based on specific audiences we discovered during our research phase.

“I think having too many options/elements in the frame can be overwhelming as well. Simpler can be better - more impactful.”

Interface Design

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

Gestures

Workshops

We conducted multiple workshops to enhance our project understanding, focusing on familiar gestures, workflow prioritization, testing information architecture, and interface design. These sessions provided valuable insights, leading to a more refined design and fostering in-depth discussions for better comprehension.

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.

Limit experience to only require four main gestures that need to be learned
  • Any other gesture should be intuitive to how you would interact with an object (You see a scroll bar - can pull the scroll)
  • Hand-ray/target dot to show what you are selecting if not right in front of your hand, plus highlighting the object
  • Brief tutorial at the beginning to learn the main gestures

Select

Home

Close

Grab

“There is a joy that comes from being let in on a
secret - seeing something that’s there but not there”

Information Architecture

The information architecture outlines the user's journey from the start of the experience, including a brief tutorial and various interactions such as help screens and audio-guide style descriptions. By developing a step-by-step user flow, we created a series of steps that define the user experience.

Focusing on limiting steps with a heavy learning curve and the number of button selections needed while still creating a full immersive experience.

What I learned

Through thinking about how to define and find a solution for an abstract problem or virtual product, I trusted in our design process and followed our research, creating a solution that captures many of our goals. Through workshops, critiques, and discussions, I gained the insights needed to advance our project. This highly collaborative process taught me a great deal during my navigation through this complex problem.

I consistently aimed to prioritize the user in my design, crafting the AR project with empathy and inclusivity to not just enhance the museum experience but also innovate art interaction. Moving forward, the next phase involves developing interfaces in AR software to actualize this vision.

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