We won the final, happy team picture!
Visar inlägg med etikett Maria Hjorth. Visa alla inlägg
Visar inlägg med etikett Maria Hjorth. Visa alla inlägg
19 nov. 2014
18 nov. 2014
Looking back
Tomorrow is the final so we find today to be an appropriate time to look back at what we've learned during this course.
Starting off we learned about different ways of designing. We have mainly tried to focus on user-centered design during this process, but due to time constraints we have also sometimes acted as genius designers and tried to put ourselves in the shoes of the user. We learned that it is hard to stick to only one design approach and it is often best to have several in your design arsenal.
After learning about approaches it was time for us to start our own research with museums in mind. By doing state of the art analyses we evaluated current solutions and designs at museums, taking with us strong and weak points. We also turned to different kinds of qualitative research at the museums we visited (we decided to visit two in order to get a wider perspective) conducting interviews, observations and taking a lot of photos. By doing this we got a good picture of our target group, realising that their needs and wishes perhaps weren't what we thought. With a clearer picture of the museums and our target group we started brainstorming and coming up with ideas for the problem we decided to focus on: learning.
We did both structured and more un-structured types of brainstorming. For example we wrote down a bunch of ideas and concepts on post-its and stuck them all to a big paper, used the "Yes, and also..." method where we further developed each other's ideas as far as we could and also narrowed down personas and pain points to further the idea stage. Looking back at this perhaps we should have focused more on quantity instead of quality when doing our brainstorming and ideations in order to get even more ideas in movement.
When narrowing down our ideas to a concept we found many design principles in the book that we wanted to keep in mind. We wanted a really clean and simple design since the current solutions often were messy and hard to interact with, Fitts's Law came in good use as well as the Poka-Yoke Principle. We wanted it to be clear to the user what elements to interact with and we wanted to minimise or even remove mistakes as much as possible. Another problem we found in the current solutions was that not enough feedback was given to the user, we got really confused when trying to interact with screens and such because of the lack of feedback. We put much focus on doing this better than the current solutions, making usage more natural and painless.
While refining our concept and design we imagined different scenarios when the user might interact with our product. Our main three were: At the start of the visit, during the visit and at the end of the visit. Our product needed to do different things in the different scenarios, which then had sub-scenarios where other things had to happen and we focused on making solutions for as many as we could think of.
Another important factor to us was the input controls - we wanted it to be easy to interact with our product. We decided on a few traditional ways of input on a screen: text box for name, slider for age and buttons for everything else. We chose the really traditional input controls in order to not confuse our users. We don't want people to spend time wondering what to do, we want it to be clear. We did however also decide on a more non-traditional way of input: Presence. The interaction with all of the screens in our concept starts off with this input method, we believe it provides a real "coolness-factor" and it makes it clear to the user that this is a screen you can interact with.
When prototyping our design we did both low-fi and high-fi prototypes. The low-fi we did using paper and it really helped us to come together as a group and all get on the same page when it came to how we wanted things to look visually. Small things such as where to put buttons and what size things should be sometimes took more time than we though they would. We also used our low-fi prototype to get feedback from users by doing think alouds which gave us even more to work with when doing our high-fi prototype. Already having discussed so much about the look and feel of the design in the low-fi really helped when we did the high-fi prototype, saving us a lot of time. Giving our design a personality in this stage is something we found both important and fun! We have tried to have a consistent graphic profile, putting effort into making our design look good and have a real personality.
Finally, we have learned a lot about working as a group and how to work on a concept for a longer period of time. All in all we feel that we can take many of the lessons learned with us as we continue our education and eventually in our working life.
Starting off we learned about different ways of designing. We have mainly tried to focus on user-centered design during this process, but due to time constraints we have also sometimes acted as genius designers and tried to put ourselves in the shoes of the user. We learned that it is hard to stick to only one design approach and it is often best to have several in your design arsenal.
After learning about approaches it was time for us to start our own research with museums in mind. By doing state of the art analyses we evaluated current solutions and designs at museums, taking with us strong and weak points. We also turned to different kinds of qualitative research at the museums we visited (we decided to visit two in order to get a wider perspective) conducting interviews, observations and taking a lot of photos. By doing this we got a good picture of our target group, realising that their needs and wishes perhaps weren't what we thought. With a clearer picture of the museums and our target group we started brainstorming and coming up with ideas for the problem we decided to focus on: learning.
We did both structured and more un-structured types of brainstorming. For example we wrote down a bunch of ideas and concepts on post-its and stuck them all to a big paper, used the "Yes, and also..." method where we further developed each other's ideas as far as we could and also narrowed down personas and pain points to further the idea stage. Looking back at this perhaps we should have focused more on quantity instead of quality when doing our brainstorming and ideations in order to get even more ideas in movement.
When narrowing down our ideas to a concept we found many design principles in the book that we wanted to keep in mind. We wanted a really clean and simple design since the current solutions often were messy and hard to interact with, Fitts's Law came in good use as well as the Poka-Yoke Principle. We wanted it to be clear to the user what elements to interact with and we wanted to minimise or even remove mistakes as much as possible. Another problem we found in the current solutions was that not enough feedback was given to the user, we got really confused when trying to interact with screens and such because of the lack of feedback. We put much focus on doing this better than the current solutions, making usage more natural and painless.
While refining our concept and design we imagined different scenarios when the user might interact with our product. Our main three were: At the start of the visit, during the visit and at the end of the visit. Our product needed to do different things in the different scenarios, which then had sub-scenarios where other things had to happen and we focused on making solutions for as many as we could think of.
Another important factor to us was the input controls - we wanted it to be easy to interact with our product. We decided on a few traditional ways of input on a screen: text box for name, slider for age and buttons for everything else. We chose the really traditional input controls in order to not confuse our users. We don't want people to spend time wondering what to do, we want it to be clear. We did however also decide on a more non-traditional way of input: Presence. The interaction with all of the screens in our concept starts off with this input method, we believe it provides a real "coolness-factor" and it makes it clear to the user that this is a screen you can interact with.
When prototyping our design we did both low-fi and high-fi prototypes. The low-fi we did using paper and it really helped us to come together as a group and all get on the same page when it came to how we wanted things to look visually. Small things such as where to put buttons and what size things should be sometimes took more time than we though they would. We also used our low-fi prototype to get feedback from users by doing think alouds which gave us even more to work with when doing our high-fi prototype. Already having discussed so much about the look and feel of the design in the low-fi really helped when we did the high-fi prototype, saving us a lot of time. Giving our design a personality in this stage is something we found both important and fun! We have tried to have a consistent graphic profile, putting effort into making our design look good and have a real personality.
Finally, we have learned a lot about working as a group and how to work on a concept for a longer period of time. All in all we feel that we can take many of the lessons learned with us as we continue our education and eventually in our working life.
D5 - having fun and learning together.
Post semifinal thoughts
We won our semifinal!
link to our presentation: https://drive.google.com/file/d/0B5WPa5zeFDYvcEJfYVR3dWUzYTg/view?usp=sharing
Our presentation is built on the past, present and future. We begin in the past, taking the listeners though the early stages of our process and concept; interviews, personas, scenarios and target group etc. Providing a deeper understanding about the ground which our decisions have been based upon.
We then move on to the present, presenting our concept: NILS. We explain the main components of our system and how it is used. When we feel the audience have a basic understanding of the concept we venture into the future showing the prototype (see links in earlier post) and a real life example of how we imagine NILS could be incorporated at a museum. We feel that the prototype really completes the presentation, it gives a real feel for the experience we want to give our users in real life.
We thought it was challenging to convey our entire process and all of the thoughts behind our project, as well as sell our concept and show it to the audience in just ten minutes. We are however extremely pleased with the balance we found between process and concept in our presentation. For the final we will probably not change a lot and hope that the audience will be on our side and hope for a second win!
11 nov. 2014
7 nov. 2014
The Wristbands
It might be time to clarify how our wristbands work, since we have mostly focused on the screens up to this point.
When designing the wristbands we had a few things in mind.
- What function do we want them to have in our system?
- Give the system information about the position of the user.
- Give the system information about the interaction of the user.
- Give the user information about when he/she has new questions to answer.
- Give the user feedback about points gathered that the screens can't provide.1
- How are we going to incorporate this function into our bracelet?
- Give the system information about the position of the user.
- Using RFID technology, we can have passive RFID-circuits integrated in the wristbands that are activated when they come close to a reciever unit.
- Give the system information about the interaction of the user.
- This is solved using the same technology as mentioned above, RFID. When the RFID tag is active at a certain location for a longer period of time, we can be relatively certain that the user has been reading or in other ways interacting with that part of the museum.
- Give the user information about when he/she has new questions to answer.
- This problem, however, can not be solved with the RFID-chip. Here we want to use lights to aware the user of the awaiting questions.
- Give the user feedback about points gathered that the screens can't provide.
- We want to solve this problem using the same technology as mentioned in point 2.3.1 (above). Although we can't use the same colour of the light. We solved this by using the colour green for letting the user know that points have been gathered and blue for awaiting questions. We picked the colour green because it has positive connotations (green-light traffic signal etc.). The reason for the colour blue was that we didn't want the user to feel stressed out about having to get to a question-screen in order to answer his/her questions. Since blue has proven to be a calming colour, we much rather wanted to use it instead of, let's say, red.
- How can we make the bracelet as cheap, hygienic and simple as possible?
- In order to make them cheap, we want to manufacture them out of paper. Here we drew a lot of inspiration from the temporary cards that SL use for travellers who only buy tickets that lasts for 24 hours. These are made of paper and also incorporates an RFID circuit for getting past the turnstile.
- This is also hygienic because visitors will get their personal bracelet which will not be reused by any other visitors.
- Keeping it to only 2 lights and a circuit is the most simplistic design we could think of.
- In order to be enviromentally aware, we want to reuse the circuits and LED-lights from used bracelets. We therefore encourage the user to leave their bracelets for recycling.
1. The things we had in mind here was mostly competative parts of the exhibition that is not incorporated with the screens and doesn't require you to remember facts. For an example, at the Museum of National History, at the exhibition about humans, there is a part about monkeys where it says: "A monkey can hang from a tree for X miniutes, how long can you hold on?". Here they have a "branch" sticking out of the wall with sensors built into it in order to record how long you can hold on. As it is today, your time is displayed on the wall for a few seconds and then disappears. With NILS, we want your score to be recorded and incorporated into our Knowledge Hunt. This particular part doesn't include interaction with a screen of any kind, but is a rather physical activity, which creates the need for different feedback.
After exercise 5
Here are some thoughts on why we have taken our project in a certain direction.
- We did not want to make an application for a tablet or a phone because the people we interviewed specifically said that they didn't want to download an app, they were there with their kids and did not want to use their phones.
- We also wanted to create a design that would never be outdated and therefore also ruled out the phone application.
- By not doing an application we include people who do not use a smartphones and children who does not have a device of their own.
- We felt it was important for our concept to easily blend in with the exhibition and not draw attention from it.
- When you use a phone you get easily distracted by other applications and may get stuck doing other things than experiencing the museum.
- We wanted one sharp knife not a swiss army knife, with that we mean that we wanted to focus on one thing instead of trying to do too much.
6 nov. 2014
Prototype
The high fidelity prototype is now finished. We think we manage to capture the feeling we desired. The personality of our high fidelity prototype come across as simplistic, straightforward and simple to interact with (Affordance) as we wanted it to.
As we have mentioned we have created three high fidelity prototypes for three stages of the museum-visit.
And here are the prototypes for each stage:
1. Informative part at the start of the exhibition.
http://invis.io/SD1O6FZAE
2. Competitive part during the exhibition.
http://invis.io/AY1N3A33F
3. Ending screen at the end of the museum with feedback about the visit.
5 nov. 2014
3 nov. 2014
Think Alouds
We preformed five different think alouds using our low fidelity prototype. We decided to use the low-fi and not the high-fi in order to get the feedback from the think alouds as early as possible in the prototyping phase. We also felt it would be easier for us to make changes in the layout if we knew of problems before doing our high-fi prototype.
The feedback we got from the think alouds where about the placing of some elements, such as if the button for exiting should be in the left or right corner, and that some buttons needed clarification. But mainly our participants felt that the design we have in mind was very simple and intuitive and it is hard to "make a mistake" when it comes to interacting. This is something we feel very happy about as we use this quote from the book in mind when designing:
Eliminate the unnecessary so that the necessary may speak
We used five KTH students when doing our think aloud, unfortunately we did not have an opportunity to visit a museum to perform the think alouds. A visit might have been ideal for our process but since it simply could not be worked into our schedule we solved it best we could and still believe we got really good feedback.
More about the target group
We have realised that by having the user specify age it is easy for us to adjust the difficulty of the questions presented to the user and therefore we do not have to limit our target group to only children, even though we still believe the concept might attract mainly families. An therefore feel we can have people who want to learn at museums as our target group.
Low Fidelity Prototype
When reading for Seminar 2 we came across the concept of Low Fidelity Prototyping and discussed whether that could be a good idea for us. We felt that when we had refined our design we wanted to tweak design and see what problems could arise in a low-fi form before doing our online prototype. The online, high fidelity, prototype is something we believe will be more time consuming and therefore wanted to iron out as many problems and all be on the same page when it came to the rough design before starting.
We create three different low-fi prototypes for three different scenarios in our museum:
1. When arriving
2. During the visit
3. When leaving
Since our concept is screen based we used A4-papers to represent how we wanted the screens to look and interact.
The best part of this process for us was that we really discussed how we wanted the layout to look, less how it should look with colours and such and more the basic elements of the design and therefore got a really good basis for our online prototype.
Refined design
After the evaluation from another group we have decided to:
- Be even more clear in our descriptions of how our system works
- Limit competing so that you compete individually and thereby do not need to specify if you are competing on your own or in a gruop everytime you want to answer questions. (and thereby minimize redundancy)
- Increase the amout of feedback by using visual indicators on the wristbands, show the amout of poins you've earned after answering questions and multiple scoreboards (one if you have a group and one for all the competing visitors that day) .
18 okt. 2014
Personality - in process
As we mentioned yesterday we will create three different prototypes for three stages in the museum.
1. Informative part at the start of the exhibition.
2. Competitive part during the exhibition.
3. Ending screen at the end of the museum with feedback about the visit.
So what we have done is talked about which personality we want our product to have. We have all come to a conclusion that the feeling we want is:
- simplistic
- clear
- straightforward
- Simple to interact with - Affordance
- Not dragging attention from the exhibition itself
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Here are some color and font choses that we currently are happy with:
Here are some color and font choses that we currently are happy with:
1. Informative part.
2. competitive part.
3. Summarising part/ending screen.
17 okt. 2014
Technical Inspiration: Paper RFID
Our concept currently involves some sort of wristband containing RFID sensors that makes it possible for our system to see where you have been and currently are in the museum and to identify you. We all like the idea of a wristband that's provided to you by the museum since we don't want to assume that everyone has a smartphone, especially children, we did however run in to a bit of a dilemma when it comes to how to make sure the wristbands are returned. But what if people did not have to return them?
We got inspired by the paper tickets sold by SL that contain RFID technology and looked further into how this could be done for us and found that disposable paper RFID wristbands could perhaps be an alternative for us.
We got inspired by the paper tickets sold by SL that contain RFID technology and looked further into how this could be done for us and found that disposable paper RFID wristbands could perhaps be an alternative for us.
Discussion - Seminar 2
Chapter 6
Since we are well passed the brainstorming part of the project, this chapter had more of an evaluating function for us. We think that we mostly followed the guidelines given in the book in the sense that we didn’t use a lot of technology when brainstorming. Instead we used pencil, paper, whiteboard and sticky notes as our primary tools. What could be improved for future projects is not discussing single ideas too much during the brainstorming-phase, since we want quantity in this stage of the process, not quality.
Chapter 7
When it comes to constraints, the ones that apply to us are skill-constraints and time-constraints. Something that was really interesting was the poka-yoka method, where you don’t allow the user to make mistakes in the first place. We wish to have the feedback/feedforward in mind when designing our prototype. Discussion points: lag, direct/indirect manipulation, the seven rule, poka-yoka,
Chapter 8
We should start off with creating a non-digital prototype (other than the one we already have) to get feedback from people testing it before we make a digital version. We already have a really rough concept-prototype (low-fidelity) (http://fabd5.blogspot.se/2014/10/design-concepts.html?view=flipcard)
Questions from the blog:
When we create the prototype, should we create several prototypes for different scenarios in the museum?
Three different prototypes, for three stages of the museum-visit.
We should develop different scenarios for when users use our concept in different stages of the museum and in different constellations (eg. in group or single person). We also want to create different scenarios for visitors of different ages.
What kind of prototype do we want to create? Have we have got pronounced design principles?
We want to start of with a low-fidelity (paper) prototype and later develop a more high-fidelity prototype in order to first test out the concept and later make sure that it “feels” the way we want it to and gets the right “personality”.
How do we best visualize the interaction with a product without being able to code it? Are you allowed to use video?
http://www.invisionapp.com/
In our case (explain project if necessary) will we need to actually make an RFID-wristband or does a simple 3d-model suffice?
We discussed and came to the conclusion that we will make a rough physical model to demonstrate the concept, but avoid including any technology.
Quote of the day:
Jonathan - What’s rights with me?
Josefine - That’s a good question.
Since we are well passed the brainstorming part of the project, this chapter had more of an evaluating function for us. We think that we mostly followed the guidelines given in the book in the sense that we didn’t use a lot of technology when brainstorming. Instead we used pencil, paper, whiteboard and sticky notes as our primary tools. What could be improved for future projects is not discussing single ideas too much during the brainstorming-phase, since we want quantity in this stage of the process, not quality.
Chapter 7
When it comes to constraints, the ones that apply to us are skill-constraints and time-constraints. Something that was really interesting was the poka-yoka method, where you don’t allow the user to make mistakes in the first place. We wish to have the feedback/feedforward in mind when designing our prototype. Discussion points: lag, direct/indirect manipulation, the seven rule, poka-yoka,
Chapter 8
We should start off with creating a non-digital prototype (other than the one we already have) to get feedback from people testing it before we make a digital version. We already have a really rough concept-prototype (low-fidelity) (http://fabd5.blogspot.se/2014/10/design-concepts.html?view=flipcard)
Questions from the blog:
When we create the prototype, should we create several prototypes for different scenarios in the museum?
Three different prototypes, for three stages of the museum-visit.
- An informative part at the start of the exhibition.
- The competitive part during the exhibition.
- Ending screen at the end of the museum with feedback about the visit and
We should develop different scenarios for when users use our concept in different stages of the museum and in different constellations (eg. in group or single person). We also want to create different scenarios for visitors of different ages.
What kind of prototype do we want to create? Have we have got pronounced design principles?
We want to start of with a low-fidelity (paper) prototype and later develop a more high-fidelity prototype in order to first test out the concept and later make sure that it “feels” the way we want it to and gets the right “personality”.
How do we best visualize the interaction with a product without being able to code it? Are you allowed to use video?
http://www.invisionapp.com/
In our case (explain project if necessary) will we need to actually make an RFID-wristband or does a simple 3d-model suffice?
We discussed and came to the conclusion that we will make a rough physical model to demonstrate the concept, but avoid including any technology.
Quote of the day:
Jonathan - What’s rights with me?
Josefine - That’s a good question.
16 okt. 2014
Seminarie 2
In preperation for this seminar we had to read chapter 6,7,8 in the book.
Chapter 6 - Ideation and design principles
When you have done your research it is time to come up with various types of concepts. This can be done by brainstorming. When brainstorming the use of technology may only act as a roadblock that slows down the creative process so instead of using computers you should go back to basics. By using papers, pens, highlighters, post-its etc. you are free to quickly draw, write or via art express ideas, emotions and insights regarding the project. To add a little structure to your brainstorming you could create personas, scenarios, pain points, metaphors or opportunities so that your ideas has a fundament to originate from and thereby also be able, in a later stage of the process, to combine some of the concept ideas.
In this chapter they also introduces us to design principles, they use this example:
“Let’s say, for example, you are designing a new recipe display for kitchens and you’ve noticed people’s hands can get covered in flour or other foodstuffs while cooking—too soiled to be able to operate most controls easily. Thus, one of your design principles might be Operate with Messy Hands. It’s almost a requirement, but it applies
across a number of features and suggests the concepts that might work well for the product…”
It is almost like loose boundaries for the project so that the design ideas stay on taget and do not include totally redundant or ineffective suggestions. A principle should be applicable to many parts of the design if it’s not, it is probably a requirement.
An example for us could be “Should be able to be operated by anyone”.
Chapter 7 - Refinement
Constraints, standards, principle and laws you have to or should abide id the main focus of this chapter. Personally i was triggered by indirect/direct manipulation, feedback/feedforward, Magical number seven and the Poka-Yoke principal. Except from the Magical number seven all of these explain what to think about when users are “communicating” with the interface. They need to know what is going to happen, what is happening and how to manipulate objekt on screen. The Magical number seven is a rule of thumb to keep in mind when the program asks of the user to remember things. You can usually only remember up to 7 things and this number should not be exceeded.
All of these techniques we have to use to create a system that is both quick, easy to use and keeps the user interested.
Chapter 8 - Prototyping, testing and development
This chapter is what we as e group is currently working on. By creating a prototype with a basic interface design and operations you can test your concept on yourselves or other to see where it fails. A system fails when it causes confusion, anger or is time consuming. We should use the Heuristic Evaluation when we evaluate our prototype. We shouldn’t put to much effort into making it perfect either, just a shell for the original idea so that you get what it is all about.
Questions for discussion:
What kind of prototype do we want to create? Have we have got pronounced design principles?
11 okt. 2014
Feedback from exercise 4
During exercise 4 we gave constructive feedback to group D4 and we put together a power point. Here is the link:
https://docs.google.com/presentation/d/1Gp_NCTl-jbVuN3OkCGway8fNXkOSMERWT5KFXzLEAqk/edit?usp=sharing
It was very useful to give criticism to a group and also to see another project. We think it gave us a renewed way to view our own project and see the blindspots we missed before.
We also got feedback from another group and that feedback helped us realise what we hade left to clarify in our final design. Here is some of the feedback we got:
- Should the group learn together? Do they learn the same things?
- The concept seems well thought-out
- Is there a problem with the screens if the museum is crowded?
- What happens if one does not participate in the contests?
- New questions if one revisits the museum?
- The wristbands should be more explicit
- How does one get feedback on the high score?
Several of these point we had already taken under consideration, we just have to make them clearer. Therefore, we need to be more distinct. There were also a few points that we had not think of, so we are currently discussing how we will incorporate these points to our final design.
9 okt. 2014
Current Design
So our current design, which is the one that we are going to present tomorrow is one that combines the best parts of our previous designs. It is essentially a refined version of our most recent concept (Adapted Position Questioning).
The main ideas for this concept is to make the visit memorable and individual. We also want to utilize competing as a tool for learning by customizing questions and rewarding interaction with the exhibition. One vital part of our design is that we don't want it to take focus from the exhibition, but rather be a complement to enhance the experience and make it more memorable.
We believe that this concept could be adapted by all sorts of museums, but the one we had in mind when designing was The Museum of Natural History.
So how do we plan to do this?
Screens - The museum already has integrated screens as part of the exhibition. We want to utilize these, but in a different way. We also want to separate the informational screens from the screens assigned to answering questions.
RFID-tags - Using RFID-tags we want to identify where the user has been and what he/she has been interacting with. This tag is to be integrated with a bracelet that is assigned to the visitor upon arrival. When you have gathered enough information, the bracelet will let you know that there are questions for you if you like. We plan on making this alert visual by a light source. When you are being notified you can go to any of the screens assigned to questions, which will then notice who wants to answer question by the RFID-tag and then give customized questions for that particular user, based on its previous interaction.
The main ideas for this concept is to make the visit memorable and individual. We also want to utilize competing as a tool for learning by customizing questions and rewarding interaction with the exhibition. One vital part of our design is that we don't want it to take focus from the exhibition, but rather be a complement to enhance the experience and make it more memorable.
We believe that this concept could be adapted by all sorts of museums, but the one we had in mind when designing was The Museum of Natural History.
So how do we plan to do this?
Screens - The museum already has integrated screens as part of the exhibition. We want to utilize these, but in a different way. We also want to separate the informational screens from the screens assigned to answering questions.
RFID-tags - Using RFID-tags we want to identify where the user has been and what he/she has been interacting with. This tag is to be integrated with a bracelet that is assigned to the visitor upon arrival. When you have gathered enough information, the bracelet will let you know that there are questions for you if you like. We plan on making this alert visual by a light source. When you are being notified you can go to any of the screens assigned to questions, which will then notice who wants to answer question by the RFID-tag and then give customized questions for that particular user, based on its previous interaction.
7 okt. 2014
Design concepts
Design concept 1 - Klicker
This is our traditional design concept. Where one gets a clicker in the beginning of the museum tour that looks like this:
The clicker is used to answer questions on displays.
This is the displays that one uses to learn facts and answers questions.
Design concept 2 - Oculus
Design concept 3 - Adapted position questioning
This is our traditional design concept. Where one gets a clicker in the beginning of the museum tour that looks like this:
The clicker is used to answer questions on displays.
This is the displays that one uses to learn facts and answers questions.
Positive things:
Simpel
Easy to understand
Concretely
Reward system
Negative things:
One can lose the clicker
Repetitive
UnpersonalDesign concept 2 - Oculus
This concept is a mix of the real world and the virtual. One can choose a virtual guide and one can also answer questions by looking at the right answer. Inspiration from "Natt på museet".
Positive things:
Memorable experience
Personal experience
Negative things:
Asocial
expansive
Design concept 3 - Adapted position questioning
The last concept is influenced by the previous two and combines the simplicity and the personal experience by using some sort of tag, ibeacon etc. The system recognise where one is positioned and utilizes the users positions to customise questions for the visitor to enforce learning.
Positive things:
Avoids queueing
Can be personalised
Intresseanpassad
Tests the memory
Reward system
Negative things:
gadget based → wristband
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