Art - Beyond What You See

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Client

Academy of Art University, School of Interactive UI/UX Design

My Role

Idea, UI/UX Design, Branding, User Research, Prototyping

Deliverables

User Research, UI/UX Design, Prototypes, Branding, Story Board, User Personas, User Flows, User Testing, Lo-Fi Mockups, Hi-Fi Maockups

Technology & Tools

Figma, Adobe XD, InDesign, Illustrator, Photoshop

About the project

The AWAKEN [AR]T app bridges the traditional art exhibit with an interactive experience using augmented realty (AR) awakening the viewer to new perspectives of the artwork, engaging thought conversation using a central narrative, and creating an awareness of the viewer's role as an agent of change using cause and effect choice points.

The Problem

There has been a decline in art museum and galleray engagement by traditional art goes and an over all lack of engagement in art museum/gallery engagement by younger audiences. Given the many benefits of engagement in the arts for education, health, and wider welfare it is important to re-engage society's participation in the arts across all age groups to reverse the decline in arts participation.

“What they want from museums are interactive, immersive, and participatory activities.”
— Center for the Future of Museums Focus Groups: The Call for Immersive, Participatory Experiences

The Solution & Opportunity

  • Enhance traditional art exhibit with active user engagement
  • Create an awareness of viewer's role as an agent of change

The project's main goal is to engage the public in art through an enhanced art experience. Enhance traditional art exhibit with active user engagement.

Design Process

Discover

Define

Design

develop

deliver

Competetor Analysis

Target Audience & Data

User Personas

Lo-Fi Mockups Hand Sketches

Lo-Fi Mockups Digital

Hi-Fi Mockups Digital

Proof of Concept

The AWAKEN [AR]T app bridges the traditional art exhibit with an interactive experience using augmented realty (AR) awakening the viewer to new perspectives of the artwork, engaging thought conversation using a central narrative, and creating an awareness of the viewer's role as an agent of change using cause and effect choice points.

User story Task 1

Point of View

User Task

John has some time-off from his busy schedule. He is looking for a novel activity that he can invite some friends to for the upcoming weekend. 

John arrives at AWAKEN. He walks up to the ushers podium to check-in.  An usher checks to make sure he has installed the Awaken app on his smart phone and that he has paired his headphones.

Next, the usher guides John into a pre-screening room to watch a short video "briefing" before he begins his experience.

He watches the video briefing that sets the scene for his experience and presents the challenge to Awaken.

End of the Briefing:
John's phone rings. He answers it and listens to a voice that instructs him to accept or decline his “Call to Awaken”
Using his Awaken app, he taps the “accept”  button and follows the audio/visual instructions provided by the app to proceed to his first encounter, the painting titled, “Meeting the Mentor.”

The navigation map and directional route within his app guides him.

Primary User

John

Age: 26

Location: San Fransisco, CA

Gender: Male

Occupation: COO

Self-Described: Optimistic, Creative, Open-minded 

Goals & Needs: Discover novel/cutting edge art experiences, opportunity to culturally engage

Frustrations & Concerns: Typical exhibits are predictable art that lacks challenges for the viewer.

Proof of Concept Task 1

Click the prototype to play a demonstration of task-flow 1.

Art - Beyond What You See

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Thank you!