MuseAR

Introduction

Introduction

For this capstone project we were tasked with creating an augmented reality system and incorporating it into a museum space. Our solution was ultimately to create a system that could work across different museums

Process

Process

For our process we followed the Design Thinking framework when approaching the our solution. Given the less defined status of AR design we hoped a somewhat fundamental process could deliver fundamental results. We broke our time down to roughly 1-2 weeks per step in the process.We dedicated time in the define stage to build a better understanding with personas to define aspects of the audience and created a customer journey that could reflect the AR experience and show us opportunities.

Gestures

Gestures

When defining our gestures we elected to go with existing patterns for interaction that mapped to existing experiences like using a touchscreen. For example patterns like pinch to zoom and scrolling were used when defining our gestures.

Broader Experience

Broader Experience

Overall the UI design for the Main TV was dictated by to main motivations. First to make the TV as functional as possible of course. The other main motivator in the visual design was to move the design closer to the Fluent Design System. In my reading of the landscape of current TV UIs they for the most part seemed very homogenous. Given that I opted to stay close to the existing patterns to make sure that it was able to match user’s expectations and mental models. So that meant; organizing content into rows of content tiles and top bar navigation.My next goal involved using fluent design for the UI. While the design resources for fluent are very expansive they did not seem to me as having much coverage for designs with a very large display. I used the UI for xbox as a reference however that seemed somewhat divergent from other versions of Fluent I found in my research.