THE CLEVELAND MUSEUM OF ART
THE CLEVELAND MUSEUM OF ART
THE CLEVELAND MUSEUM OF ART
THE CLEVELAND MUSEUM OF ART
THE CLEVELAND MUSEUM OF ART
The Artlens Exhibit placing visitors in conversation with works of art
The Artlens Exhibit placing visitors in conversation with works of art
The Artlens Exhibit placing visitors in conversation with works of art
The Artlens Exhibit placing visitors in conversation with works of art
The Artlens Exhibit placing visitors in conversation with works of art
ROLE
UI/UX Design
ROLE
UX Design
ROLE
UX Design
ROLE
UX Design
AGENCY
Potion
AGENCY
Potion
AGENCY
Potion
AGENCY
Potion
AGENCY
Potion
TIMELINE
July 2016 – July 2017
TIMELINE
July 2016 – July 2017
TIMELINE
July 2016 – July 2017
TIMELINE
July 2016 – July 2017
TEAM
PHILLIP TIONGSON Principal
STEVE VARGA Technology Director
MATTHEW MCNERNEY Design Director
RHEA LAROYA/EDYTA LEWICKA Interactive designers
RUTH CHUNG/XIAOYIN SUN Designers
CAMERON BROWNING S.Creative Technologist
FILLIPO VANUCCI S.Creative Technologist
LUOBIN WANG/RITESH LALA Creative Technologists
CLAIRE BRADLEY/DREW RADTKE Associate producers
TEAM
PHILLIP TIONGSON Principal
STEVE VARGA Technology Director
MATTHEW MCNERNEY Design Director
RHEA LAROYA/EDYTA LEWICKA Interactive designers
RUTH CHUNG/XIAOYIN SUN Designers
CAMERON BROWNING S.Creative Technologist
FILLIPO VANUCCI S.Creative Technologist
LUOBIN WANG/RITESH LALA Creative Technologists
CLAIRE BRADLEY/DREW RADTKE Associate producers
TEAM
PHILLIP TIONGSON Principal
STEVE VARGA Technology Director
MATTHEW MCNERNEY Design Director
RHEA LAROYA/EDYTA LEWICKA Interactive designers
RUTH CHUNG/XIAOYIN SUN Designers
CAMERON BROWNING S.Creative Technologist
FILLIPO VANUCCI S.Creative Technologist
LUOBIN WANG/RITESH LALA Creative Technologists
CLAIRE BRADLEY/DREW RADTKE Associate producers
TEAM
PHILLIP TIONGSON Principal
STEVE VARGA Technology Director
MATTHEW MCNERNEY Design Director
RHEA LAROYA/EDYTA LEWICKA Interactive designers
RUTH CHUNG/XIAOYIN SUN Designers
CAMERON BROWNING S.Creative Technologist
FILLIPO VANUCCI S.Creative Technologist
LUOBIN WANG/RITESH LALA Creative Technologists
CLAIRE BRADLEY/DREW RADTKE Associate producers
AWARDS
Communication Arts Award of Excellence
Apex Awards Silver
Museums and the Web Winner: Groundbreaking
Media Technology Muse Awards Silver
Ohio Technology Awards Finalist
Fast Company Innovation by Design Honorable Mention
AWARDS
Communication Arts Award of Excellence
Apex Awards Silver
Museums and the Web Winner: Groundbreaking
Media Technology Muse Awards Silver
Ohio Technology Awards Finalist
Fast Company Innovation by Design Honorable Mention
AWARDS
Communication Arts Award of Excellence
Apex Awards Silver
Museums and the Web Winner: Groundbreaking
Media Technology Muse Awards Silver
Ohio Technology Awards Finalist
Fast Company Innovation by Design Honorable Mention
AWARDS
Communication Arts Award of Excellence
Apex Awards Silver
Museums and the Web Winner: Groundbreaking
Media Technology Muse Awards Silver
Ohio Technology Awards Finalist
Fast Company Innovation by Design Honorable Mention
The Cleveland Museum of art is at the forefront of creating engaging and innovative educational interactives. The previous interactive experience at the museum, Gallery One, included 6 screen-based interactives. Visitors had trouble applying the concepts they learnt from the screen experience to the real, physical art. Only a small percentage of visitors actually wanted to go and seek out the art they played with. Repeat visitors were not rewarded with new artworks, and had to play with the same artworks again. Also despite the fact that 90% of the visitors come in groups, the experience did not accommodate shared interaction. The interactive felt more like a kit of parts than a holistic experience. Potion was tasked with bringing the focus back to the art and enhancing visitor learning
The Cleveland Museum of art is at the forefront of creating engaging and innovative educational interactives. The previous interactive experience at the museum, Gallery One, included 6 screen-based interactives. Visitors had trouble applying the concepts they learnt from the screen experience to the real, physical art. Only a small percentage of visitors actually wanted to go and seek out the art they played with. Also despite the fact that 90% of the visitors come in groups, the experience did not accommodate shared interaction. The interactive felt more like a kit of parts than a holistic experience. Potion was tasked with bringing the focus back to the art and enhancing visitor learning
The Cleveland Museum of art is at the forefront of creating engaging and innovative educational interactives. The previous interactive experience at the museum, Gallery One, included 6 screen-based interactives. Visitors had trouble applying the concepts they learnt from the screen experience to the real, physical art. Only a small percentage of visitors actually wanted to go and seek out the art they played with. Also despite the fact that 90% of the visitors come in groups, the experience did not accommodate shared interaction. The interactive felt more like a kit of parts than a holistic experience. Potion was tasked with bringing the focus back to the art and enhancing visitor learning
The Cleveland Museum of art is at the forefront of creating engaging and innovative educational interactives. The previous interactive experience at the museum, Gallery One, included 6 screen-based interactives. Visitors had trouble applying the concepts they learnt from the screen experience to the real, physical art. Only a small percentage of visitors actually wanted to go and seek out the art they played with. Also despite the fact that 90% of the visitors come in groups, the experience did not accommodate shared interaction. The interactive felt more like a kit of parts than a holistic experience. Potion was tasked with bringing the focus back to the art and enhancing visitor learning
The Cleveland Museum of art is at the forefront of creating engaging and innovative educational interactives. The previous interactive experience at the museum, Gallery One, included 6 screen-based interactives. Visitors had trouble applying the concepts they learnt from the screen experience to the real, physical art. Only a small percentage of visitors actually wanted to go and seek out the art they played with. Also despite the fact that 90% of the visitors come in groups, the experience did not accommodate shared interaction. The interactive felt more like a kit of parts than a holistic experience. Potion was tasked with bringing the focus back to the art and enhancing visitor learning
THE SOLUTION
THE SOLUTION
THE SOLUTION
We created a mixed reality, gesture sensing experience that mirrors visitors to give them the tools to learn about foundational art concepts.
THE SOLUTION
We created a mixed reality, gesture sensing experience that mirrors visitors to give them the tools to learn about foundational art concepts.
THE SOLUTION
We created a mixed reality, gesture sensing experience that mirrors visitors to give them the tools to learn about foundational art concepts.
16
Games
6
Microsoft Kinects
14ft
Tall projections
1000
Artworks
The scope of this project was massive and involved a collaborative effort between digital designers, developers, curators, exhibition designers, and museum educators. My daily responsibilities included ideation, creating user flows and wireframes, designing motion studies as proofs of concept, refining designs based on usability results, and handing off design specifications to the development team. My role significantly increased once our design team was whittled down to two when the lead designer left, and I honed the final design alongside the creative director.
The scope of this project was massive and involved a collaborative effort between digital designers, developers, curators, exhibition designers, and museum educators. My daily responsibilities included ideation, creating user flows and wireframes, designing motion studies as proofs of concept, refining designs based on usability results, and handing off design specifications to the development team. My role significantly increased once our design team was whittled down to two when the lead designer left, and I honed the final design alongside the creative director.
The scope of this project was massive and involved a collaborative effort between digital designers, developers, curators, exhibition designers, and museum educators. My daily responsibilities included ideation, creating user flows and wireframes, designing motion studies as proofs of concept, refining designs based on usability results, and handing off design specifications to the development team. My role significantly increased once our design team was whittled down to two when the lead designer left, and I honed the final design alongside the creative director.
The scope of this project was massive and involved a collaborative effort between digital designers, developers, curators, exhibition designers, and museum educators. My daily responsibilities included ideation, creating user flows and wireframes, designing motion studies as proofs of concept, refining designs based on usability results, and handing off design specifications to the development team. My role significantly increased once our design team was whittled down to two when the lead designer left, and I honed the final design alongside the creative director.
The scope of this project was massive and involved a collaborative effort between digital designers, developers, curators, exhibition designers, and museum educators. My daily responsibilities included ideation, creating user flows and wireframes, designing motion studies as proofs of concept, refining designs based on usability results, and handing off design specifications to the development team. My role significantly increased once our design team was whittled down to two when the lead designer left, and I honed the final design alongside the creative director.
ART AT THE FOREFRONT
Make sure that the digital experience does not compete with the wonder of experiencing the real art. Art should be at the forefront, not technology.
ART AT THE FOREFRONT
Make sure that the digital experience does not compete with the wonder of experiencing the real art. Art should be at the forefront, not technology.
Make sure that the digital experience does not compete with the wonder of experiencing the real art. Art should be at the forefront, not technology.
Make sure that the digital experience does not compete with the wonder of experiencing the real art. Art should be at the forefront, not technology.
APPLIED LEARNING
While visitors enjoy the playful elements, they should be able connect to what they learn to other parts of the exhibit
APPLIED LEARNING
While visitors enjoy the playful elements, they should be able connect to what they learn to other parts of the exhibit
APPLIED LEARNING
While visitors enjoy the playful elements, they should be able connect to what they learn to other parts of the exhibit
Encourage visitors to use what they have learnt from the interactives while exploring the rest of the museums galleries.
Encourage visitors to use what they have learnt from the interactives while exploring the rest of the museums galleries.
CONNECT TO PHYSICAL ART
Make a more obvious connection between the interactive artworks and the physical artworks on view in the gallery.
CONNECT TO PHYSICAL ART
Make a more obvious connection between the interactive artworks and the physical artworks on view in the gallery.
CONNECT PHYSICAL ART
Make a more obvious connection between the interactive artworks and the physical artworks on view in the gallery.
Make a more obvious connection between the interactive artworks and the physical artworks on view in the gallery.
Make a more obvious connection between the interactive artworks and the physical artworks on view in the gallery.
PERSONALIZED EXPERIENCE
Give visitors a personal connection to the museum by integrating the experience with the ARTLENS app.
PERSONALIZED EXPERIENCE
Give visitors a personal connection to the museum by integrating the experience with the ARTLENS app.
PERSONALIZED EXPERIENCE
Give visitors a personal connection to the museum by integrating the experience with the ARTLENS app.
Give visitors a personal connection to the museum by integrating the experience with the ARTLENS app.
Give visitors a personal connection to the museum by integrating the experience with the ARTLENS app.
PUBLIC VS. PRIVATE
Certain experiences warrant time for exploration and personal space away from spectators.
PUBLIC VS. PRIVATE
Certain experiences warrant time for exploration and personal space away from spectators.
PUBLIC VS. PRIVATE
Certain experiences warrant time for exploration and personal space away from spectators.
Certain experiences warrant time for exploration and personal space away from spectators.
Certain experiences warrant time for exploration and personal space away from spectators.
[L to R] Taken from 'Understanding Museum Visitor's Motivations and Learning' by John Falk, Visitor archetypes
Each game explores one of four themes that help a visitor investigate the art piece from multiple angles.
Each game explores one of four themes that help a visitor investigate the art piece from multiple angles.
Each game explores one of four themes that help a visitor investigate the art piece from multiple angles.
Each game explores one of four themes that help a visitor investigate the art piece from multiple angles.
Composition
Composition
Composition
Symbols
Symbols
Symbols
Gesture
Gesture
Purpose
Purpose
I created animated user flows in AfterEffects to describe the overarching user flow of the entire experience and each individual game. Animating the interactions that take place help the team and the client to visualize how the details (the interface elements) and the actions (the game mechanics) come together. They also provide the material needed to understand whether the games are achieving the museums learning goals. The following flow describes the overall interaction a visitor would have from when they approach a projection through to gameplay based on the art object they choose to play with.
I created animated user flows in AfterEffects to describe the overarching user flow of the entire experience and each individual game. Animating the interactions that take place help the team and the client to visualize how the details (the interface elements) and the actions (the game mechanics) come together. They also provide the material needed to understand whether the games are achieving the museums learning goals. The following flow describes the overall interaction a visitor would have from when they approach a projection through to gameplay based on the art object they choose to play with.
I created animated user flows in AfterEffects to describe the overarching user flow of the entire experience and each individual game. Animating the interactions that take place help the team and the client to visualize how the details (the interface elements) and the actions (the game mechanics) come together. They also provide the material needed to understand whether the games are achieving the museums learning goals. The following flow describes the overall interaction a visitor would have from when they approach a projection through to gameplay based on the art object they choose to play with.
I created animated user flows in AfterEffects to describe the overarching user flow of the entire experience and each individual game. Animating the interactions that take place help the team and the client to visualize how the details (the interface elements) and the actions (the game mechanics) come together. They also provide the material needed to understand whether the games are achieving the museums learning goals. The following flow describes the overall interaction a visitor would have from when they approach a projection through to gameplay based on the art object they choose to play with.
I created animated user flows in AfterEffects to describe the overarching user flow of the entire experience and each individual game. Animating the interactions that take place help the team and the client to visualize how the details (the interface elements) and the actions (the game mechanics) come together. They also provide the material needed to understand whether the games are achieving the museums learning goals. The following flow describes the overall interaction a visitor would have from when they approach a projection through to gameplay based on the art object they choose to play with.
Gestural interaction is still uncharted territory for most users. In designing the games, we picked gestures that the user can easily perform, that feel natural, that provide immediate feedback and keep the users cognitive load low. Similar tasks also use the same gestural language.
The primary selection gesture we used is grab and drop because of its similiarity to real world mechanics. When this action was tested amongst participants. I found that it was far more effective to use a figurative hand than an abstract shape as a visual cursor. I also discovered that call outs to grab helped to onboard the visitor to the action, and displayed the call outs when the user remained inactive for a certain amount of time.
Gestural interaction is still uncharted territory for most users. In designing the games, we picked gestures that the user can easily perform, that feel natural, that provide immediate feedback and keep the users cognitive load low. Similar tasks also use the same gestural language.
The primary selection gesture we used is grab and drop because of its similiarity to real world mechanics. When this action was tested amongst participants. I found that it was far more effective to use a figurative hand than an abstract shape as a visual cursor. I also discovered that call outs to grab helped to onboard the visitor to the action, and displayed the call outs when the user remained inactive for a certain amount of time.
Gestural interaction is still uncharted territory for most users. In designing the games, we picked gestures that the user can easily perform, that feel natural, that provide immediate feedback and keep the users cognitive load low. Similar tasks also use the same gestural language.
The primary selection gesture we used is grab and drop because of its similiarity to real world mechanics. When this action was tested amongst participants. I found that it was far more effective to use a figurative hand than an abstract shape as a visual cursor. I also discovered that call outs to grab helped to onboard the visitor to the action, and displayed the call outs when the user remained inactive for a certain amount of time.
Gestural interaction is still uncharted territory for most users. In designing the games, we picked gestures that the user can easily perform, that feel natural, that provide immediate feedback and keep the users cognitive load low. Similar tasks also use the same gestural language.
The primary selection gesture we used is grab and drop because of its similiarity to real world mechanics. When this action was tested amongst participants. I found that it was far more effective to use a figurative hand than an abstract shape as a visual cursor. I also discovered that call outs to grab helped to onboard the visitor to the action, and displayed the call outs when the user remained inactive for a certain amount of time.
Gestural interaction is still uncharted territory for most users. In designing the games, we picked gestures that the user can easily perform, that feel natural, that provide immediate feedback and keep the users cognitive load low. Similar tasks also use the same gestural language.
The primary selection gesture we used is grab and drop because of its similiarity to real world mechanics. When this action was tested amongst participants. I found that it was far more effective to use a figurative hand than an abstract shape as a visual cursor. I also discovered that call outs to grab helped to onboard the visitor to the action, and displayed the call outs when the user remained inactive for a certain amount of time.
[L to R] Testing the grab and drop gesture with a circular cursor, studying degrees of onboarding the interaction
In the game Multiple Focuses, the player needed to use their hands as a magnifiying glass and find a point of interest in the artwork using a gesture. The snapshot gesture to the left proved to be fatiguing and we replaced it with a simple hover gesture. Prototype tests showed us that people were likely to switch between hands while playing the game, so we included that ability as well.
This gesture provide difficult to keep for long periods
Just hovering your hand was far easier
DESIGNING FOR GESTURE
The feedback design follows the primary tenet of our visual strategy- to minimize the interface and let the art breathe. In this example, I’ve separated the interface of the game Symbol Sleuth into its many states.
The feedback design follows the primary tenet of our visual strategy- to minimize the interface and let the art breathe. In this example, I’ve separated the interface of the game Symbol Sleuth into its many states.
The feedback design follows the primary tenet of our visual strategy- to minimize the interface and let the art breathe. In this example, I’ve separated the interface of the game Symbol Sleuth into its many states.
The feedback design follows the primary tenet of our visual strategy- to minimize the interface and let the art breathe. In this example, I’ve separated the interface of the game Symbol Sleuth into its many states.
The feedback design follows the primary tenet of our visual strategy- to minimize the interface and let the art breathe. In this example, I’ve separated the interface of the game Symbol Sleuth into its many states.
WORKING WITH THE KINECT
Designing a universal layout not only made the developers lives alot easier but also tackled the tecnological limitations of the Kinect . After user testing an early prototype of the grab and drop interaction, we found that selectable elements had to be placed above hip height, because of the users range of motion and the Kinects range of detection.
Designing a universal layout not only made the developers lives alot easier but also tackled the tecnological limitations of the Kinect . After user testing an early prototype of the grab and drop interaction, we found that selectable elements had to be placed above hip height, because of the users range of motion and the Kinects range of detection.
Designing a universal layout not only made the developers lives alot easier but also tackled the tecnological limitations of the Kinect . After user testing an early prototype of the grab and drop interaction, we found that selectable elements had to be placed above hip height, because of the users range of motion and the Kinects range of detection.
Designing a universal layout not only made the developers lives alot easier but also tackled the tecnological limitations of the Kinect . After user testing an early prototype of the grab and drop interaction, we found that selectable elements had to be placed above hip height, because of the users range of motion and the Kinects range of detection.
Designing a universal layout not only made the developers lives alot easier but also tackled the tecnological limitations of the Kinect . After user testing an early prototype of the grab and drop interaction, we found that selectable elements had to be placed above hip height, because of the users range of motion and the Kinects range of detection.
Learning Goal: In contextual emotion, meaning comes from the setting and interaction between figures.
In the game Embody Character, visitors are prompted to mirror the pose of a character in an artwork. By mimicking the pose, visitors reveal how the characters gestures contribute to the meaning or story of the artwork. When designing the games we had to make sure we paid attention to the learning goals of the museum, while also keeping the game fun.
An early prototype of the Embody Character game
A version of the game with more ui elements, and a shaded figure
USABILITY TESTING
USABILITY TESTING
USABILITY TESTING
USABILITY TESTING
USABILITY TESTING
96 Participants
96 Participants
96 Participants
96 Participants
96 Participants
Kinect Prototype
Kinect Prototype
Kinect Prototype
Kinect Prototype
Kinect Prototype
2 Weeks
2 Weeks
2 Weeks
2 Weeks
2 Weeks
Usability Testing
Usability Testing
Usability Testing
Usability Testing
Usability Testing
Members of the public from CMA’s target audience groups were invited to CMA to play with an early stage prototype of Embody Character to evaluate if they understood the game mechanics and learning outcomes. While the overwhelming response from visitors was that the game was fun, there were a number of interface opportunities which we had missed including in the feedback design and success messaging. On average, visitors played through two objects with this game.
In the game Strike a Pose, visitors are prompted to mirror the pose of a character in an artwork. By mimicking the pose, visitors reveal how the characters gestures contribute to the meaning or story of the artwork. Members of the public from CMA’s target audience groups were invited to CMA to play with an early stage prototype of Strike a Pose to evaluate if they understood the game mechanics and learning outcomes. While the overwhelming response from visitors was that the game was fun, there were a number of interface opportunities which we had missed including in the feedback design and success messaging.
In the game Strike a Pose, visitors are prompted to mirror the pose of a character in an artwork. By mimicking the pose, visitors reveal how the characters gestures contribute to the meaning or story of the artwork. Members of the public from CMA’s target audience groups were invited to CMA to play with an early stage prototype of Strike a Pose to evaluate if they understood the game mechanics and learning outcomes. While the overwhelming response from visitors was that the game was fun, there were a number of interface opportunities which we had missed including in the feedback design and success messaging.
In the game Strike a Pose, visitors are prompted to mirror the pose of a character in an artwork. By mimicking the pose, visitors reveal how the characters gestures contribute to the meaning or story of the artwork. Members of the public from CMA’s target audience groups were invited to CMA to play with an early stage prototype of Strike a Pose to evaluate if they understood the game mechanics and learning outcomes. While the overwhelming response from visitors was that the game was fun, there were a number of interface opportunities which we had missed including in the feedback design and success messaging.
In the game Strike a Pose, visitors are prompted to mirror the pose of a character in an artwork. By mimicking the pose, visitors reveal how the characters gestures contribute to the meaning or story of the artwork. Members of the public from CMA’s target audience groups were invited to CMA to play with an early stage prototype of Strike a Pose to evaluate if they understood the game mechanics and learning outcomes. While the overwhelming response from visitors was that the game was fun, there were a number of interface opportunities which we had missed including in the feedback design and success messaging.
SAMPLE
96 participants/36 Groups
26 non-member groups and 12 member groups
18 groups had at least one member who had used a Kinect
SAMPLE
96 participants/36 Groups
26 non-member groups and 12 member groups
18 groups had at least one member who had used a Kinect
SAMPLE
96 participants/36 Groups
26 non-member groups and 12 member groups
18 groups had at least one member who had used a Kinect
SAMPLE
96 participants/36 Groups
26 non-member groups and 12 member groups
18 groups had at least one member who had used a Kinect
SAMPLE
96 participants/36 Groups
26 non-member groups and 12 member groups
18 groups had at least one member who had used a Kinect
POSITIVE FEEDBACK
INTERFACE OPPORTUNITIES
CONTENT DEVELOPMENT
Once visitors get the right pose or shape, they don’t linger to read the content about the artwork. Possible solution- move the content to the front of the game.
If visitors have been playing a long time, “Great Pose!” messaging is confusing.
Possible solution: Create 2-3 different types of solutions depending on the level of success visitor achieved. For example, “Try again”, or “Try a new artwork.”
Redesigning the game based on the testing results
Learning Goal: The aesthetics of an object can provide clues to that objects purpose
I came up with idea for this game while looking at Egyptian artefacts in a museum. The artefacts looked nothing like the objects we use today, but were used for similar purposes. In this game, visitors are asked to match an art object with its closest modern equivalent, to teach visitors about the relationship between form and function. As with other games, I started ideating by designing layouts with low-fidelity wireframes. Each layout is based on a particular interaction style.
I came up with idea for this game while looking at Egyptian artefacts in a museum. The artefacts looked nothing like the objects we use today, but were used for similar purposes. In this game, visitors are asked to match an art object with its closest modern equivalent, to teach visitors about the relationship between form and function.
As with other games, I started ideating by designing layouts with low-fidelity wireframes. Each layout is based on a particular interaction style.
I came up with idea for this game while looking at Egyptian artefacts in a museum. The artefacts looked nothing like the objects we use today, but were used for similar purposes. In this game, visitors are asked to match an art object with its closest modern equivalent, to teach visitors about the relationship between form and function.
As with other games, I started ideating by designing layouts with low-fidelity wireframes. Each layout is based on a particular interaction style.
I came up with idea for this game while looking at Egyptian artefacts in a museum. The artefacts looked nothing like the objects we use today, but were used for similar purposes. In this game, visitors are asked to match an art object with its closest modern equivalent, to teach visitors about the relationship between form and function.
As with other games, I started ideating by designing layouts with low-fidelity wireframes. Each layout is based on a particular interaction style.
I came up with idea for this game while looking at Egyptian artefacts in a museum. The artefacts looked nothing like the objects we use today, but were used for similar purposes. In this game, visitors are asked to match an art object with its closest modern equivalent, to teach visitors about the relationship between form and function.
As with other games, I started ideating by designing layouts with low-fidelity wireframes. Each layout is based on a particular interaction style.
I then developed hi-fidelity motion studies as proofs of concept. In the final game visitors have to grab and drop an answer into a drop zone, getting hints every time the answer is incorrect.
I then developed hi-fidelity motion studies as proofs of concept. In the final game visitors have to grab and drop an answer into a drop zone, getting hints every time the answer is incorrect.
I then developed hi-fidelity motion studies as proofs of concept. In the final game visitors have to grab and drop an answer into a drop zone, getting hints every time the answer is incorrect.
I then developed hi-fidelity motion studies as proofs of concept. In the final game visitors have to grab and drop an answer into a drop zone, getting hints every time the answer is incorrect.
I then developed hi-fidelity motion studies as proofs of concept. In the final game visitors have to grab and drop an answer into a drop zone, getting hints every time the answer is incorrect.
In preliminary evaluations of the ARTLENS Exhibition, visitors are motivated to use what they have learned and have a greater desire to experience the real physical artworks throughout the museum. The museum describes the exhibit as an "an unparalleled interactive experience, with technology and software that have never been used before in any venue, content interpreted in fun and approachable ways, and an unprecedented design of an interactive gallery space that integrates technology into an art gallery setting."
feel more comfortable looking at art
15 Participants
reported looking closer at art
Android Prototype
want to see the art in person
want to see the art in person
want to see the art in person
want to see the art in person
objects played per user
objects played per user
objects played per user
of play per visitor
of play per visitor
of play per visitor
In preliminary evaluations of the ARTLENS Exhibition, visitors are motivated to use what they have learned and have a greater desire to experience the real physical artworks throughout the museum. The museum describes the exhibit as an "an unparalleled interactive experience, with technology and software that have never been used before in any venue, content interpreted in fun and approachable ways, and an unprecedented design of an interactive gallery space that integrates technology into an art gallery setting."
Findings from the Office of Research and Evaluation, CMA on a random sample of 100 participants
In preliminary evaluations of the ARTLENS Exhibition, visitors are motivated to use what they have learned and have a greater desire to experience the real physical artworks throughout the museum. The museum describes the exhibit as an "an unparalleled interactive experience, with technology and software that have never been used before in any venue, content interpreted in fun and approachable ways, and an unprecedented design of an interactive gallery space that integrates technology into an art gallery setting."
Findings from the Office of Research and Evaluation, CMA on a random sample of 100 participants
In preliminary evaluations of the ARTLENS Exhibition, visitors are motivated to use what they have learned and have a greater desire to experience the real physical artworks throughout the museum. The museum describes the exhibit as an "an unparalleled interactive experience, with technology and software that have never been used before in any venue, content interpreted in fun and approachable ways, and an unprecedented design of an interactive gallery space that integrates technology into an art gallery setting."
Findings from the Office of Research and Evaluation, CMA on a random sample of 100 participants
In preliminary evaluations of the ARTLENS Exhibition, visitors are motivated to use what they have learned and have a greater desire to experience the real physical artworks throughout the museum. The museum describes the exhibit as an "an unparalleled interactive experience, with technology and software that have never been used before in any venue, content interpreted in fun and approachable ways, and an unprecedented design of an interactive gallery space that integrates technology into an art gallery setting."
Findings from the Office of Research and Evaluation, CMA on a random sample of 100 participants
In preliminary evaluations of the ARTLENS Exhibition, visitors are motivated to use what they have learned and have a greater desire to experience the real physical artworks throughout the museum. The museum describes the exhibit as an "an unparalleled interactive experience, with technology and software that have never been used before in any venue, content interpreted in fun and approachable ways, and an unprecedented design of an interactive gallery space that integrates technology into an art gallery setting."
Findings from the Office of Research and Evaluation, CMA on a random sample of 100 participants
Interested in working together? get in touch.