Duygu Daniels, Sr. Designer & Strategist for Computer Vision Software
In the summer of 2016 The Cantor Arts Center at Stanford University launched its first AR exhibition in history.
A study of 3000 people found that Art++ boosted visitor engagement to 46 seconds per exhibit from 17 seconds. I was the Design Lead of the exhibition's android application with an emphasis on . . .
Research User experience design Interface design Graphic design
Autonomy · We needed to design an experience and a tablet app that would help unaccompanied museum visitors of all ages feel empowered and excited. From the welcome screen to off-boarding, our app carefully guides users while also giving them the autonomy to experience the exhibit just like they would a traditional one: in any order they prefer. The visitors were free to explore artwork at their own pace and were prompted to plug their tablets back in when they decided to move on to another exhibit in the Museum.
The 4 S's of Museum AR · Based on our research, observations and testing, there is a particular flow in which visitors experience AR in museums. I distilled our research to a process with 4 primary steps: Stroll, Scan, See & Study.
Artwork vs. Screen time · The museum curators and copywriters had a magnificent story to tell for each work of art. But while we wanted users to experience the AR and dive deep into the stories, we also wanted to make sure they spent an equal, perhaps greater amount of time observing the work of art itself. This is why in each mode of the application (see "The 4 S's of Museum AR") the design is optimized to increase eye contact with the physical artwork.
⌁ Artwork recognized ⌁ AR view active, curated information about the "story" on screen ⌁ Lower hand to transition to "study" mode ⌁ Each "story" has an audio option ⌁ Exit experience anytime