GAIA: MR Musem Experience

Reimagine a mixed reality experience that speculates the future of museums via implicit learning.

Client

Carnegie Museum of Natural History (CMNH) - Hillman Hall of Minerals and Gems

Team & Role

Designers: Selene Du, Carol Auh, Semina Yi, Aishwarya Rane.

Duration

7 Weeks

Tools

Microsoft HoloLens, MRTK 3, Figma, Unity 3D, Blender 3D.

Overview

Highlights

Active Learning & Personalization

Learn & Collect

Visitors can explore the colors, patterns, structures, and textures of minerals at the exhibition through hands-on interaction with digital models and collecting them into their Gem Library.

Foster Creativity & Engagement

Create Gem Artworks

Visitors can craft innovative generative gem artwork using the mineral properties stored in their Gem Library. The underlying system enable visitors to effortlessly create stunning gem artwork, ensuring accessibility for all skill levels.

Cultivate Community

Share Creations

Both MR and non-MR users can share their experiences in the collective space. MR users can display their generated artwork through interactive projection mapping, allowing every visitor to appreciate the beauty of gems.

Context

Hillman Hall of Minerals and Gems focuses on displaying the beauty of natural gems and educating visitors about their basic properties.

As a key exhibition hall at the Carnegie Museum of Natural History, Hillman Hall of Minerals and Gems showcases over 1,300 specimens from around the world. The display features a wide variety of minerals and gems in striking colors, fascinating forms, and dramatic shapes.

Young adults and college students are the target users to the MR program.

We targeted Gen-Z as the initial user group to experience the MR program at Hillman Hall due to the client's objectives, the museum's location, and user preferences.

Children

Gen-Z, Millennials

Guardians

Client's Goal

  • Museum’s endeavor to attract young adults.


  • Existing programs target children and their parents—besides, lack of programs for younger generations, like college students.

Location

  • Geographical location of CMNH near colleges.

  • Pittsburgh is a college town with more than 100,000 students come to study.

User's Preference

  • Born and growing up with tech, actively embracing new tech products. Can be the pioneer for using next-generation of tech.

Solution

Step-by-step structural experience to leverage the personalized visiting experience and preserving the ambience of the space.

01

Onboarding

Users get a brief introduction of this Mixed Reality journey and guidance on wearing the headset at the entrance of Mineral Hall.

02

Collect Colors

Users can find the lighting hint as wayfinding to tell them the interactive gems, and collect the color of gems into their "collection box" by pinching outside the glass box and previewing the color on the sample ball.

03

Collect Patterns & Structures

Users can learn patterns and structures of gems through exhibition and add interested elements into personal libaray.

04

Create an Artwork

Users can create their own generative artwork based on the mineral properties they collected.

05

Share to the community

The wall DPM is where HoloLens and non-HoloLens users can share their experiences. HoloLens users can send their artwork on the wall DPM that traces anyone's body movements.

Design the spatial UI inspired by playing card

The spatial UI, designed based on human factors and rational scales for the MR experience, uses playing cards as a metaphor for personal collections. Each UI element represents a “card,” making the interface intuitive and user-friendly, encouraging easy exploration and management of collections.

Procedural generation makes user's artwork creation easily without any threshold.

Procedural generation simplifies the creation of user artwork, allowing anyone to generate unique pieces without any skill barriers. This approach democratizes art creation, making it accessible to all users.

See the story behind

See the story behind

See the story behind

Research

Interview Synthesis

Through field on-site interview, we talked with:

6

6

6

Groups of visitors

13

13

13

Interviewees

Design the experience based on the evidence we heard and saw.

We designed the experience based on the evidence we gathered from interviews, focusing on three key aspects: information, space, and wayfinding. We analyzed our findings and translated them into meaningful design insights.

What we heard
What we heard

Information:

“it was interesting learning from the info”
“A lot of information to learn”
“Visually attractive, not the information”

Space:

“I love the calm and relaxing space”
“Some parts remains the same, so I feel nostalgic in the space”
“I visited multiple times”

Wayfinding:

“Signage and the map could be placed better.”
“I turn off the learning part of my brain when I enter a museum”

What we learned
What we learned

Information:

There is rich information, but the appreciation and digestion depends on the motivation and understanding level of the visitor.

Space:

People like the current ambience of the space and some may not always seeking for new experience even when visiting multiple times.

Wayfinding:

People get confused about the direction of the space layout, but also intentionally explore the space in non-linear manner.

What it means for design
What it means for design

Information:

How might we bridge the gap between existing information and visitor’s attention?

Information:

How might we preserve the current ambience of the physical space and experience but add new layer of experiences?

Wayfinding:

How might we frame a general flow of the space while not restricting?

Problem Statement

Set "active learning" as the goal of multi-media museum experience with MR.

By analyzing the gaps between the current experience and visitor expectations, we identified design opportunities and specific directions to guide future development: "creating", "personalization", and "circular route" as the answers to the issues we learned from interviews.

Gaps

Gaps

Passive Learning

Passive Learning

Design Opportunity

Design Opportunity

Active Learning

Active Learning

Design Direction

Design Direction

Learning by Creating

Learning by Creating

Gaps

Gaps

Static Exhibition lacking context and connection

Static Exhibition lacking context and connection

Design Opportunity

Design Opportunity

Interactive and immersive experience

Interactive and immersive experience

Design Direction

Design Direction

Personalized digital content on the physical exhibition

Personalized digital content on the physical exhibition

Gaps

Gaps

Confused Wayfinding

Confused Wayfinding

Design Opportunity

Design Opportunity

Circuit the visiting sequence

Circuit the visiting sequence

Design Direction

Design Direction

Flexible circular visiting route

Flexible circular visiting route

How might we…

help visitors actively engage with the space and content while preserving the ambience of the space ➌?

How might we…

help visitors actively engage with the space and content while preserving the ambience of the space ➌?

How might we…

help visitors actively engage with the space and content while preserving the ambience of the space ➌?

1. Implicit Learning

Assisting visitors retain information sub-consciously

2. Creativity

Inspiring creativity by using the natural beauty of minerals

3. Calm

Enhancing the already peaceful ambience & space

Ideation

Redefine the space

Improved the ambiguous routes to a structural circular one.

Multimodel Interaction

01.Mixed reality experience with haptic interactions through HoloLens

The mixed reality experience with HoloLens lets visitors touch gem samples, enhancing engagement through haptic interactions. Vision classification technology recognizes the gems, allowing visitors to collect gem properties for their personal collections.

02.Digital Projection Mapping (DPM) for the final phase of sharing to the community.

The DPM includes three separate layers of projections and a body tracking system to create a depth effect for gems on the 2D screen. This setup enhances the visual experience, making the gems appear more dynamic and lifelike to the community.

Design

Gesture Interaction

Design the hand gestures based on basic interaction modules in HoloLens.

We designed six hand gesture interactions with the digital content, incorporating original HoloLens gestures and customizing tap and slide to fit our spatial UI.

Spatial UI

Overall structure - "Playing Card" metaphor

01.Why "Cards"?

  • Occupies fewer space of FOV
    Lower cognitive load for review in each categories

  • Arouse the memory of learning at young age

  • Occupies fewer space of FOV
    Lower cognitive load for review in each categories

  • Arouse the memory of learning at young age

Deciding the Position and location of interface through "paper prototyping"

02.Why bottom of FoV?

  • Minimize the body movement while using


  • Indicate users can hide the UI easily

03.Why "looking down" & "swipe"?

  • Folding/Unfolding the UI by intuitive head tracking - “look down/up”

  • Cards has affordance to change by swiping.

Implementation

Mixed Reality
Prototyping

Prototyped the "Create Artwork" with selecting two properties from four

Rapid prototyping was crucial in our design process. We tested the MR interface for Artwork Creation in Unity, including gripping, spinning, and moving sample artwork, as well as the interactive collection box and its gestures.

Preset gesture testing
Grip, Spin, and Move

Press to change color
MRTK preset button +

color changer component

Press to change texture
Add component for

texture changer

Goal for the low-fi prototype

  • Test the scale and position of UI

  • Test the “press to select” gesture usability

  • Test the usability of creating artwork scenario and user flow

Artwork
Generation
Pipeline

Build the procedural generation pipeline for effortless artwork creation.

We embedded generative art into our experience, making it easy for users to produce high-quality gem artwork. Users can apply properties from their collection and see changes on a sample gem model, enhancing learning and review of the exhibition content.

Reflection

Measure of Success &
Next Steps

Evaluated the design from the initial goal through to further user testing.

Design Direction

Design Direction

Learning by Creating

Learning by Creating

Design Direction

Design Direction

Transferring between digital and physical content

Transferring between digital and physical content

Design Direction

Design Direction

Flexible circular route

Flexible circular route

Usability Testing Plan

Usability Testing Plan

Goal

Feasibility on developing workflow and implementation outcomes

Goal

Feasibility on developing workflow and implementation outcomes

Implementation Demo

Implementation Demo

Workflow on Blender to Unity

Workflow on Blender to Unity

Implementation Demo

Implementation Demo

Script structure for each interaction

Script structure for each interaction

Implementation Demo

Implementation Demo

Feasibility of Hi-fi prototyping plan

Feasibility of Hi-fi prototyping plan

Hi-fi Prototyping Plan

Hi-fi Prototyping Plan

Goal

Test the engagement & effectiveness of actively learning by creating.

Goal

Test the engagement & effectiveness of actively learning by creating.

What I've learned

A full-stack design & developing process is challenged for Mixed Reality experience.

Designing for the MR experience needs a full-stack developing process, from storytelling to implementation. Because a fast-prototyping is always required for in-process evaluation and innovative exploration, designers need skillsets including 3D modeling, animation, sensor application, and AR/VR/MR interaction development. etc. Although we found that paper prototyping was available for an efficient design process, designers still need a sense of space and a motion-based interaction mindset.

© Yuehui Du 2024