Novo

Interaction Design Course Project. 

2023

In collaboration with Andrea Monique Danao, Laiba Farrukh, Nuha Aneez, Stephanie Lai, and Victoria Sze

My role encompassed app ideation, user research  (interviews, personas journeys), branding elements (logos, brand voice), content strategy, high-fidelity wireframes, prototypes, and developing the 3D motion asset for the AR component of our app.

Our assignment involved the development of an AR app, resulting in  Novo. Novo is a gallery experience tool that provides immersive features to gallery and museum visitors. The app not only provides information about the exhibits but also offers innovative ways to engage with the exhibitions after leaving the venue

THE PROBLEM

 In many traditional art galleries, visitors often miss out on immersive experiences that truly connect them with the artwork. This lack of interaction leaves them disconnected and hinders their ability to fully understand and appreciate the art. Moreover, the limited accessibility to physical galleries adds to this problem.

THE SOLUTION

Novo offers an alternative to this disconnect. Rather than simply relying on physical visits, our app creates a virtual space where users can interact with art pieces. By doing so, we strive to offer a platform that enhances users' connections with art, helping them understand, appreciate, and form memorable experiences with each piece.

USER INTERVIEWS + RESEARCH QUESTIONS

We started by conducting user interviews with 13 users which involved individual conversations to know their views, experiences and expectations to collect data for qualitative analysis.

Through user interviews, we found that many people enjoyed the peace, calm, and quietness of visiting an art gallery. In particular, the space to observe a painting with no labels, as well as the ability to form their own opinions about the work. Participants expressed their openness to exploring AR's potential within the art context. Past encounters with AR in educational settings were notably positive, indicating potential benefits for further engagement and understanding. Additionally, participants expressed a desire for AR to enable more interaction with the art pieces while offering deeper contextual understanding.

Here are some of the questions that were asked during our interviews: 

  • How often do you visit art galleries or museums? What motivates your visits?
  • Have you experienced immersive art galleries or exhibitions before? How does it compare to traditional gallery settings?
  • What's your familiarity with AR technology? 
  • What are your expectations from an AR-enhanced art gallery experience? Any concerns integrating AR in galleries?


THE MAIN INSIGHT

My interviewees had a strong interest in using AR to increase interactive engagement with artwork.

USER PERSONAS

We developed five different personas for various users. My focus was on tech-savvy international students, aligned with the app's original intention for our school's local gallery.

MENTAL MODEL

1. Open the app
2. Creates an account, expects an onboarding process explaining how to use the app
3. Browses through app to see available features
4. Expects user-friendly design that accommodates their experience with tech while also being accessible for everyone 
5. Selects a specific piece at the gallery, expecting more educational insights and information about the work through the app
6. Activates the AR feature for the chosen artwork by positioning their camera towards the piece
7. Uses their device to interact with the artwork, moves their device in differed angles or rotating their phone
8. Expects content to be available in both Spanish and English, switching between languages as needed for a more comfortable experience
9. The user will continue to use the app when needed for different exhibitions in the gallery
10. Would appreciate the opportunity to provide feedback within the app to contribute to improving this experience

USER JOURNEY

An international student fluent in English
and Spanish, Samantha Garcia is deeply passionate about technology, constantly seeking new knowledge and discoveries in the field.

Samantha's interests led her to visit an art gallery after hearing about an innovative AR/VR app connected to the exhibited paintings. Intrigued by the possibility of delving deeper into the art, she acquired the app link from a brochure at the gallery and promptly downloaded it for either Android or Apple devices.

Following the app's onboarding instructions, Samantha created an account and familiarized herself with the tutorial for using the app's interactive features, particularly the functionalities involving the phone's camera and their application to the artworks.

The experience enriched Samantha's understanding of the paintings, allowing her to access detailed information about the artists, the historical background, and the context behind each piece.

HEURISTIC EVALUATION

Despite the rising popularity of Augmented Reality (AR) in various industries, the traditional method of viewing art pieces from galleries lacks an immersive experience for visitors. The absence of interaction with the artwork often results in a lack of understanding of its presence. This leads to potential visitors being unable to fully appreciate the intricate details and aesthetics of an art piece. Furthermore, the limited accessibility to physically visit art galleries or view artwork in person adds to this challenge, hindering the ability of visitors to make well-informed and satisfying art acquisitions.

Our AR art gallery app seeks to address these limitations by providing an immersive and interactive platform, allowing users to experience art pieces in a virtual space, thus enhancing their understanding and connection with the artwork in order to create memorable experiences.

 STYLE GUIDELINES

Satoshi was chosen as the main font for our app due to its clear, easy-to-read design. This font's adaptability ensures accessible and visually appealing displays across various devices, maintaining a cohesive and engaging user experience. 

White ensures clarity, and the contrast between the white text and black background enhances legibility.The contrast between the black background and the red secondary text adds vibrancy and a sense of hierarchy, drawing attention to important secondary information. 

 

INTERACTIVE PROTOTYPE

VIDEO WALKTHROUGH

 

Using Format