MRsive FULL EXPERIENCE : Wayfinding & Engagement
January 9, 2019 : Installing > Simulate a Museum Space
Needed Items:
PHYSICAL OBJECTS
Plinth
3D statue / object
2D Paintings
DIGITAL EQUIPMENT
- iPhones
- iPads
- Wall Projector
- Apple TV (Mirroring The Experience)
- ? HMDs ? (TBD)
3D statue / object
2D Paintings
- iPads
- Wall Projector
- Apple TV (Mirroring The Experience)
- ? HMDs ? (TBD)
January 10,2019 : In Class Experimentation
TECHNOLOGIES USED
- Unity Version 2018.2.16f1 Personal
- Placenote SDK Version 1.6.8
- Vuforia SDK Version 7.5
- Xcode Version 10
- Apple iPhone X
- Apple iPad Pro 2017 (9.7-inch)
- iOS 12.1.2
- Placenote SDK Version 1.6.8
- Vuforia SDK Version 7.5
- Xcode Version 10
- Apple iPhone X
- Apple iPad Pro 2017 (9.7-inch)
- iOS 12.1.2
Testers:
- Professors
- Classmates
- Primary & Secondary Advisors
- Classmates
- Primary & Secondary Advisors
I- OBSERVATION : MAJOR TAKEAWAYS
Positive:
- All users knew how to use the application and the virtual elements were correctly placed in the physical space which lead them to their destination in a very intuitive and simple way.
- The wayfinding cues not only worked horizontally on the same level, but also worked vertically as the experience started down the stairs and led the user up and then left...
- The self localization on the minimap was pretty accurate that users can easily move in the space and see the pin directly moved on the minimap.
- The rotating information icons were well placed accurately next to each art and invited users to interact with the arts.
- After the interaction started with the art, the users seemed interested in looking closely into the details and multisensory audio-visual elements that are presented
- All users knew how to use the application and the virtual elements were correctly placed in the physical space which lead them to their destination in a very intuitive and simple way.
- The wayfinding cues not only worked horizontally on the same level, but also worked vertically as the experience started down the stairs and led the user up and then left...
- The self localization on the minimap was pretty accurate that users can easily move in the space and see the pin directly moved on the minimap.
- The rotating information icons were well placed accurately next to each art and invited users to interact with the arts.
- After the interaction started with the art, the users seemed interested in looking closely into the details and multisensory audio-visual elements that are presented
Negative:
- At the beginning of the experience, users tried to start scanning the space before the map was fully downloaded.
- With the iPad screen, the view of the camera seemed slightly zoomed-in that it made the Field Of View even smaller.
- While walking around the space, users seemed very drawn to the screen while walking which could cause less attention to what is going around the physical space.
- Users tried to blindly follow the arrows in a straight line. They didn't try to move away out of that path and stopped in their place in case there was a bag or a person standing in that path obstructing the virtual arrows.
- When arrived to the destination, most users tried to click on the 3D rotating information icon and not the 2D button.
- At the beginning of the experience, users tried to start scanning the space before the map was fully downloaded.
- With the iPad screen, the view of the camera seemed slightly zoomed-in that it made the Field Of View even smaller.
- While walking around the space, users seemed very drawn to the screen while walking which could cause less attention to what is going around the physical space.
- Users tried to blindly follow the arrows in a straight line. They didn't try to move away out of that path and stopped in their place in case there was a bag or a person standing in that path obstructing the virtual arrows.
- When arrived to the destination, most users tried to click on the 3D rotating information icon and not the 2D button.
II- FEEDBACK : COMMENTS / SUGGESTIONS
NEXT STEPS:
What to change in the next iteration of my prototype?
-
Think to create two semi-setups in the final exhibition, one at the start of the experience, and another at the end where the interaction with the arts starts"
-
Probably use other classmates' projects as items to interact with as well.
-
Add occlusion to the experience so virtual elements get hidden by physical elements.
-
Display full path of the wayfinding from the beginning/ or at all times on the minimap
-
Signal the direction the user should look to at first to see the first arrow.
-
Animating icons when the user needs to scan space or scan the art to make UX more intuitive and lead the users to know what to do.
-
Hiding the minimap, and the virtual elements before the application finds the indoor localization of the user.
-
Look into the best 3D representation of wayfinding cues in perspective by reviewing other applications or games that use similar visuals.
-
Make the rotating 3D info icons clickable and make sure the UI design serves a more intuitive input and UX.
-
In the engagement side, Fade in sound and augmentation when camera detects the art.
-
After the art is detected, add interactivity, buttons to show/pause, appear/hide elements.
-
Content:What other interesting info could be added?
-
Allowing the user to pause or play the interactive element such as the audio/sound in the background.
-
Fading in of the augmentation (labels and sound) instead of the sudden appearance of the labels and text and audio
-
Considering some sharable experience element such as incorportating a sort of commenting system that other visitors can see.
EXPLORING
- Explore way to transfer this experience from being hosted on a handheld device to a head-mounted display and create instead a hands free interaction.
- Explore how this affects shared experience when visiting as a group.
-
Think to create two semi-setups in the final exhibition, one at the start of the experience, and another at the end where the interaction with the arts starts"
-
Probably use other classmates' projects as items to interact with as well.
-
Add occlusion to the experience so virtual elements get hidden by physical elements.
-
Display full path of the wayfinding from the beginning/ or at all times on the minimap
-
Signal the direction the user should look to at first to see the first arrow.
-
Animating icons when the user needs to scan space or scan the art to make UX more intuitive and lead the users to know what to do.
-
Hiding the minimap, and the virtual elements before the application finds the indoor localization of the user.
-
Look into the best 3D representation of wayfinding cues in perspective by reviewing other applications or games that use similar visuals.
-
Make the rotating 3D info icons clickable and make sure the UI design serves a more intuitive input and UX.
-
In the engagement side, Fade in sound and augmentation when camera detects the art.
-
After the art is detected, add interactivity, buttons to show/pause, appear/hide elements.
-
Content:What other interesting info could be added?
-
Allowing the user to pause or play the interactive element such as the audio/sound in the background.
-
Fading in of the augmentation (labels and sound) instead of the sudden appearance of the labels and text and audio
-
Considering some sharable experience element such as incorportating a sort of commenting system that other visitors can see.
- Explore way to transfer this experience from being hosted on a handheld device to a head-mounted display and create instead a hands free interaction.
- Explore how this affects shared experience when visiting as a group.