Art ImmHERsive

Course: Information Architecture & Design

An interactive ecosystem designed to enhance learning outcomes and engagement with folklore

Highlighting Women's Folklore

About Art ImmHERsive

For this project, I drew inspiration from my experience as an educator at UT Austin, where I taught a undergraduate class on "Mythology and Folklore". I was  intrigued by the potential of Augmented Reality (AR) as a tool for enhancing student learning and bringing folklore to life.

This project overview outlines my research and design process and explores the central question:
How might we help users engage with folklore through immersive experiences?

Project Overview

Role & Team

UX Methods I Used

I worked as a UX Researcher & Designer, alongside Liz, Varsha and Vanessa.

Research phase:
• Surveys
• User interviews
• Competitive analysis
• User testing
• System Usability Scale

Design phase:
• Information Architecture
• Content design
• Visual design
• Wireframing
• Prototyping

Tools

Timeline

Figma, Figjam, Photoshop, AutoCAD

Spring 2023 (10 weeks - February to April)

Problem Statement

"How might we create an intuitive AR experience that enhances learning and engagement with women's folklore?"

Project Roadmap

Since this project involved information architecture that needed to be tested for an exhibit, I employed the agile design methodology. This iterative process helped in seamlessly combining the multiple layers of my team's work(the content research, the application design and the 3D rendering of the space) crucial for the objectives set out during ideation.

Competitor Analysis

Phase 1: Generative Research

Competitive Research

What are the pros & cons of the immersive exhibits that already exist?

Through competitor analysis, I identified common strengths, weaknesses, and unexplored opportunities for product features. This helped me synthesize industry standards and create a distinct brand identity for Art ImmHERsive.

Ideas to Consider
Cultural exposure
No walking
Predictable timeframe
Accessible design
Token collection for learning
Sensors that react to presence
Ideas to Avoid
Difficulty in wayfinding
Stationary experience
Limited seating
No interaction without VR gear
Limited shared experiences
Lack of cultural context
Opportunity Spaces
Comprehensible information architecture
Control your own adventure
Inclusive physical and digital spaces
Absence of restrictive equipment
Cultural celebration


I also identified overarching themes reflected across the exhibits. Art ImmHERsive's emphasis on cultural education emerged as its core strength, while its focus on global folklore made it memorable and enriched community engagement.

User Research

Screener Survey

What are the main social demographics visiting immersive experiences? What is our intended audience's level of familiarity with AR & VR?

The screener survey revealed that the visitors of the exhibit may include people of any age and social or professional background. We uncovered 3 potential user groups: (1) Young professionals, (2) parents with children and (3) people above the age of 50. Due to time constraints, we decided to focus on young professionals and parents with children.

Participant Age Ranges

Last Library Visit

Experience with VR/ AR

In-Depth Interviews

How should the exhibit organize and format information for target user groups?

⬤ Female/19/Younger siblings
⬤ Male/23
⬤ Female/26
⬤ Female/26
Male/28
⬤ Male/40
⬤ Male/41
⬤ Female/49/Parent
Female/65/
Grandparent

I conducted 9 interviews with respondents, with the following key findings that informed my design decisions:

01
Users rely on print materials or look for signage rather than digital maps for wayfinding.

Users prefer visual or readable information over digital maps for easier navigation. Moreover, senior citizens and kids may have the hardest time understanding maps. We must create print materials and let users trace their path on phones through a map that lets them check off things.

02
Most people prefer the ability to listen on command vs. info that plays on a loop or automatically.

To maintain attention, we must alternate between text-heavy and audio-heavy stations, each lasting less than 15 minutes. It is requisite to eliminate wait times between segments and allow for skipping. Further research is needed to determine audio playback preferences, whether on loop or on command.

03
Kids and young adults are mostly drawn to sensory stimulation.

Kids and young adults are mostly drawn to spectacle and interactivity. People with kids are mostly concerned with the appropriateness of the content and if the experience will be engaging enough to keep their kids’ attention.

04
Most people prefer no guide or no rigid flow to similar events.

Participants valued the freedom of exploration, with 7 out of 9 expressing positive sentiments towards getting lost. However, they also emphasized the importance of easy navigation and essential facilities like food, bathrooms, and a directory.

User Profiles

The aggregated findings from the screener surveys and interviews revealed key frustrations. These pain points and needs were crucial in informing my design decisions later on.

User Journeys

By imagining our intended audiences, we adapted our product to suit how the physical space, the application and interpersonal would impact user experience.

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Brand Identity

Content & Visuals

My conception of Art ImmHERsive was inspired by stories about strong women from all over the world. I start with A Thousand and One Nights, short stories that stretch across South Asia, China, and the Middle East, due to its distortion in popular culture.  

The visuals and color composition were inspired by a spectrum of art styles. The vignettes were inspired by modernist and abstract art, line art, miniatures, geometrical patterns, and Mughal architecture. I also tried to honor the rich jewel tones that are hallmarks of Islamic art and architecture.

Moodboards

Due to the visual nature of the project, it was important to research multiple designs for our brand identity. I compiled themes, color palettes and guiding visuals for four themes: futurism, minimalism, historical and children's storybooks.

Physical Space

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For the physical space, I researched Islamic architecture to inform the aesthetic of our imagined physical space. Based on my content research, my team calculated the footfall of the Austin Public Library and sketched out rooms with various ways of organizing information. These sketches were later visualized through AutoCAD.

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Phase 2: Mobile App Ideation

Sketches and Wireframes

For the initial design, we conducted a quick Crazy 8's exercise as a team. This helped us align on key features for the mobile app, including a flow for learning about the exhibit, reserving tickets, accessing audio guides, using an AR camera, scanning QR codes, navigating with a wayfinder, and saving favorite parts of the exhibit.

While sketching, my goal was to give users quick, easy access to the app’s features during the exhibit, ensuring the design didn’t distract from the immersive experience. This led to a finalized layout featuring a bottom navigation bar with icons for key features. My tidied lo-fi wireframes are shown below.

Lo-Fi Prototyping

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Lo-fi Prototype

Information Architecture

I also mapped our information architecture to ensure that all flows were complete and would make sense to our users.
The proposed key tasks flows were as follows:

Learn about Art ImmHERsive production house
Find the exhibit of interest in your city
Book your tickets
Access the map and find something you want to see first
Listen to the audio guide
Learn about the AR game
Open AR camera to see hidden story items
Save a story item to your collection and learn more about the item
Scan a QR code to quickly access a story’s page
Find your collected story items

Lo-fi Usability Testing

Tasks

To iteratively test and improve the comprehensibility of our layered information architecture, we designed a list of quick tasks to assess whether users could quickly and easily navigate through main flows.

Task 1:
Find the One Thousand and One Nights event you have scheduled a visit to see.
Task 2 : Listen to the audio version of Chapter 1 of the story.
Task 3: Collect the gold lamp’s AR token.

From this round of testing, I derived the following key takeaways:

Object of inquiry

Method

Participants

Lo-fi, hand-drawn sketches transposed into screens on Figma
In-person and face-to-face over Zoom (lo-fi app),  moderated think aloud protocol
5 lo-fi testers -
Young professionals,
grad students, and older adults

Lo-fi Findings & Recommendations

From this round of testing, I derived the following key takeaways.

Takeaway 1

Nomenclature: The names of several pages confused users, e.g. Art, Explore, My Library - it was challenging for users to complete information-seeking tasks on the first pass when they were unsure what they would find on these pages.

Takeaway 2

Navigability: The hamburger menu needed to be workshopped to include, exclude, and reorder functions. Additionally, it was challenging for users to locate the Princess Badr exhibit because they weren’t sure where to navigate- e.g. Exhibits, My Events, My Master Library.

Takeaway 3

Core Functionality: Some users weren’t sure they grasped the main purpose of the app. An e-reader? A booking site? Additional information? The AR game? We decided to focus less on booking and e-reading, and more on providing additional information + the AR game.

Mid-fi Prototyping & Usability Testing

On the basis of lo-fi feedback, we created an updated mid-fi Figma prototype:

Mid-fi Usability Testing

We conducted mid-fi testing right after spring break to further develop our phone app and to understand user behaviors at in-person exhibits

Object of inquiry

Method

Takeaway 1

Nomenclature: The names of several pages confused users, e.g. Art, Explore, My Library - it was challenging for users to complete information-seeking tasks on the first pass when they were unsure what they would find on these pages.

Takeaway 2

Navigability: The hamburger menu needed to be workshopped to include, exclude, and reorder functions. Additionally, it was challenging for users to locate the Princess Badr exhibit because they weren’t sure where to navigate- e.g. Exhibits, My Events, My Master Library.

Takeaway 3

Core Functionality: Some users weren’t sure they grasped the main purpose of the app. An e-reader? A booking site? Additional information? The AR game? We decided to focus less on booking and e-reading, and more on providing additional information + the AR game.

Participants

Simulated physical environment
+
Mid-fi mobile app prototype in Figma
In-person, moderated think aloud protocol
+
Contextual inquiry
5 people

Graduate students, Aged 23 - 28

Mid-fi Testing Sessions

We set up our simulated environment in the PCL grad student lounge.

Information Architecture

Hi-Fi Prototyping & Testing

Hi-fi Prototyping & Usability Testing

We produced a simplified information architecture for the hi-fi to emphasize key flows.

Hi-fi Mobile Prototype

I overhauled the navigability of the app, added several micro-interactions, and implemented a design system in our hi-fi prototype. I led the content research, visual design and creating the flow for the AR game since I was relying on my training in literature and folklore for storytelling.

Block Quote
Block Quote

Hi-fi Usability Testing

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For the final usability tests, I relied on the Wizard of Oz technique to simulate the 1,001 Nights exhibit by putting up themed decor, paintings and sign posts for directions in the physical space. After setting up the space, I conducted usability testing sessions with 7 participants. The task flows assessed were as follows:

Task 1 - Open the app and create an account. Then, find out if your friend/child will be able to access the physical space in her wheelchair.
Task 2 - Find the event collection 1,001 Nights and locate Exhibit 1: The Story of Princess Badr to save to your events.
Task 3 -
Look for information on Princess Badr’s relationship to 1,001 Nights.
Task 4 - In the app, scan the QR code. Navigate to Chapter 4’s audio guide and favorite it for later.
Task 5 -Task: Find out how to play the AR game for this exhibit, and let me know when you think you understand.
Task 6 - Start playing the AR Game: open the cam to see what the magic keys will reveal to you. Also, save the token to your collection, then view the collection.

Object of inquiry
Method
Participants
Hi-fi mobile app prototype in Figma
Face-to-face (over Zoom),  moderated think alouds
6 sessions, 7 people

A wide range of careers and ages (14 to 67 years old)

Hi-fi Findings & Recommendations

From this round of testing, I developed the following key takeaways:

Takeaway 1

Information architecture: Some users had challenges with locating Accessibility info and finding the audio guide that stemmed from the nesting of a specific exhibit’s information into the overall app (which supports many exhibits).

Takeaway 2

Comprehension: Some users did not quite understand the relationship between Princess Badr’s story and the overarching collection, One Thousand and One Nights.

Takeaway 3

AR game: Users pinpointed some minor issues with mechanics (e.g. capturing an AR token) and gave suggestions for the incentive structure we built into the game.

Accessibility

The seamless integration of exhibit and app design requires being cognizant of accessibility needs to avoid sensory issues.

Lessons Learned

Navigability

Information architecture is crucial for designing complex experiences at all levels of content strategy, physical design and app design.

Lessons Learned

Cultural context

While designing for diverse audiences, it is important to provide adequate cultural context without creating information overload.

Lessons Learned

Hi-fi SUS Results

Post-testing, I administered a System Usability Scale (SUS) questionnaire to quantify the experience.

Implementation

The AR Game

You can play my AR game by clicking on the prototype below or the link here.

The Immersive Exhibit

Click play video to watch my team's rendition of the Thousand and One Arabian Nights.

What I Learned

Accessibility

The seamless integration of exhibit and app design requires being cognizant of accessibility needs to avoid sensory issues.

Navigability

Information architecture is crucial for designing complex experiences at all levels of content strategy, physical design and app design.

Cultural context

While designing for diverse audiences, it is important to provide adequate cultural context without creating information overload.

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