[UX Research] Behind Story: Design Research

Enhancing museum experiences by integrating AI, AR, and VR for deeper emotional connections and personalized interactions.

Role

UX/UI Design

Industry

Cultural technology

Duration

3 months

overview-mobile
overview-mobile
overview-mobile

Project Objectives

Throughout the museum experience, our focus is on creating an emotional connection between museum visitors and the exhibitions.

In 2017, Jimin discovered the Museum Visitor Digital Experience and I gained profound insights. Now, with Hyesoo onboard, bringing a rich skill set and diverse cultural experiences, we're set to explore innovative design solutions using AI, AR, and VR.

Our project goal is to seamlessly integrate technology into the museum experiences. We aim to improve small group tours and create individual experiences with art and history more deeply. Together we're taking on a journey that combines creativity and technology.


The process




Research insight & User Need Statement

From the previous research from my team project member Jimin, we started with assumptions and hypotheses.

  • Gaining emotional connection and self-satisfaction from the museum experience,

  • Exciting, creative and unique experiences with up-to-date exhibitions that spark

  • A more convenient way to receive information is to use auditory forms

  • Participating enjoyable, practical, and hands-on activities with pleasant and calm atmosphere

  • Having multitude of exhibits that appeal to common interests

  • Accessing and navigating museum exhibition rooms more efficiently


Primary Research User Interviews

Interview details
  • 8 interviewees

  • Who are into art

  • Diverse cultures: Korean, German, Australian

  • Young and later adulthood

  • Age group (18-25, 25-35, 35-older)

Interview questions

1. What information would you find most useful when listening to artwork descriptions through AR?

2. In the AR experience, what specific aspects do you think you would be most interested into interact with the artist's work?

3. For the private VR experience reservation, what types of behind-the-scenes stories are you interested in?

4. What experiences do you think would be most interesting in the private VR experience?

5. Are there any technologies that you expect to be used to directly immerse users in the artworks' spaces?


Secondary research

An empirical study on user experience

Evaluation of VR interface in digital museums


This study addresses the integration of virtual reality (VR) in digital museums, highlighting a lack of comprehensive user experience evaluation. The researchers created a framework, tested with 45 participants on desktop and mobile VR interfaces. VR improved learning effectiveness, and significant differences in user experience were found between desktop and mobile.

The study suggests that existing research on VR in digital museums may not directly apply to mobile experiences, and the established framework is effective for evaluation.


User Personas to target customer segments


Design the exhibition to meet the needs 

Designing the exhibition ‘Meet Van Gogh’

Visitors are signing for:

  • Free walk in tour: Social interactions, group hand-on activities

  • AI+AR small group tour experience: tailed experience and historical depth

  • VR+AI Premium individual  experience: behind the scenes


Design Manifestos & Customer Value

We aim to design an exhibition that museum visitors can be emotionally connected with immersive experiences with the following adjectives:

Responsive: Ensuring quick response times to user queries or requests, and Implementing an efficient and user-friendly interface for easy navigation.

  • Amused: Integrating elements of wholesome entertainment that bring joy to users, and considering adding gamification features or interactive content to keep users engaged.

  • Exciting: Creating a sense of excitement around the reservation process, perhaps by offering exclusive perks or limited-time promotions, and Highlighting unique aspects of the service.

  • Fascinating: Focusing on delivering a high-quality and memorable experience, sharing captivating stories.

  • Satisfied: Ensuring the equipment and arrangements meet or exceed user expectations such as VR resolution, sound quality, or accurate control.


Jake’s AR small group tour experience

AR screen

Jake is exploring Van Gogh's artworks from various perspectives using AR, and encounter elements not visible in the physical space.

Additionally, he immerses himself in a more engaging experience by following Van Gogh's journey through related artworks.


Storyboard Olivia’s Premium VR Experience

aMUSEu* is our brand name but also the AI support name, and Olivia is one of the personas and we develop the service concept to target the needs of the customer segment.


Making a Reservation & Selecting an artwork Olivia’s Premium VR Experience


Recommendations & next step

  • Communicate with museum experts to enhance VR Premium Experience and assess value to users. To address concerns and gather considerations, conduct interviews with VR experts.

  • Product testing: Evaluate VR hardware by testing with the Valve Index and PlayStation VR.

  • Research further: Extend the research to further explore and deepen the study's findings.


Project Objectives

Throughout the museum experience, our focus is on creating an emotional connection between museum visitors and the exhibitions.

In 2017, Jimin discovered the Museum Visitor Digital Experience and I gained profound insights. Now, with Hyesoo onboard, bringing a rich skill set and diverse cultural experiences, we're set to explore innovative design solutions using AI, AR, and VR.

Our project goal is to seamlessly integrate technology into the museum experiences. We aim to improve small group tours and create individual experiences with art and history more deeply. Together we're taking on a journey that combines creativity and technology.


The process




Research insight & User Need Statement

From the previous research from my team project member Jimin, we started with assumptions and hypotheses.

  • Gaining emotional connection and self-satisfaction from the museum experience,

  • Exciting, creative and unique experiences with up-to-date exhibitions that spark

  • A more convenient way to receive information is to use auditory forms

  • Participating enjoyable, practical, and hands-on activities with pleasant and calm atmosphere

  • Having multitude of exhibits that appeal to common interests

  • Accessing and navigating museum exhibition rooms more efficiently


Primary Research User Interviews

Interview details
  • 8 interviewees

  • Who are into art

  • Diverse cultures: Korean, German, Australian

  • Young and later adulthood

  • Age group (18-25, 25-35, 35-older)

Interview questions

1. What information would you find most useful when listening to artwork descriptions through AR?

2. In the AR experience, what specific aspects do you think you would be most interested into interact with the artist's work?

3. For the private VR experience reservation, what types of behind-the-scenes stories are you interested in?

4. What experiences do you think would be most interesting in the private VR experience?

5. Are there any technologies that you expect to be used to directly immerse users in the artworks' spaces?


Secondary research

An empirical study on user experience

Evaluation of VR interface in digital museums


This study addresses the integration of virtual reality (VR) in digital museums, highlighting a lack of comprehensive user experience evaluation. The researchers created a framework, tested with 45 participants on desktop and mobile VR interfaces. VR improved learning effectiveness, and significant differences in user experience were found between desktop and mobile.

The study suggests that existing research on VR in digital museums may not directly apply to mobile experiences, and the established framework is effective for evaluation.


User Personas to target customer segments


Design the exhibition to meet the needs 

Designing the exhibition ‘Meet Van Gogh’

Visitors are signing for:

  • Free walk in tour: Social interactions, group hand-on activities

  • AI+AR small group tour experience: tailed experience and historical depth

  • VR+AI Premium individual  experience: behind the scenes


Design Manifestos & Customer Value

We aim to design an exhibition that museum visitors can be emotionally connected with immersive experiences with the following adjectives:

Responsive: Ensuring quick response times to user queries or requests, and Implementing an efficient and user-friendly interface for easy navigation.

  • Amused: Integrating elements of wholesome entertainment that bring joy to users, and considering adding gamification features or interactive content to keep users engaged.

  • Exciting: Creating a sense of excitement around the reservation process, perhaps by offering exclusive perks or limited-time promotions, and Highlighting unique aspects of the service.

  • Fascinating: Focusing on delivering a high-quality and memorable experience, sharing captivating stories.

  • Satisfied: Ensuring the equipment and arrangements meet or exceed user expectations such as VR resolution, sound quality, or accurate control.


Jake’s AR small group tour experience

AR screen

Jake is exploring Van Gogh's artworks from various perspectives using AR, and encounter elements not visible in the physical space.

Additionally, he immerses himself in a more engaging experience by following Van Gogh's journey through related artworks.


Storyboard Olivia’s Premium VR Experience

aMUSEu* is our brand name but also the AI support name, and Olivia is one of the personas and we develop the service concept to target the needs of the customer segment.


Making a Reservation & Selecting an artwork Olivia’s Premium VR Experience


Recommendations & next step

  • Communicate with museum experts to enhance VR Premium Experience and assess value to users. To address concerns and gather considerations, conduct interviews with VR experts.

  • Product testing: Evaluate VR hardware by testing with the Valve Index and PlayStation VR.

  • Research further: Extend the research to further explore and deepen the study's findings.


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Copyright 2024 by Hyesoo Kim

Copyright 2024 by Hyesoo Kim

Copyright 2024 by Hyesoo Kim