
Emotional Rollercoaster.
Designing an Interactive System.


Role
UX research / UI Design
Timeline
October - December, 2019
Team
Shristi Malla
Lorena Frangeti
Louisa Laughton Scott
OVERVIEW
An interactive digital technology with the feature to share the emotional experience with the visitor visiting the same museum of their choice.
OBJECTIVE
Our design technology is expected for users to have a tactile experience which would leave a trace beyond tapping or swiping a screen. The moment of emotion could be visually translated by a companion, an experience that is enjoyable and interesting, and that users could look back on previous emotional states.
REQUIRMENT
Create a mixed reality exhibition that used gamification as part of an interactive guide to take users through the exploration of the artworks, specifically curated to enhance emotion and emotional connectivity for the users, to the past and the present. Users would set out to find artworks that provoked a range of emotions in them, then guess how their companions and other exhibition participants reacted to different artworks. Participants get immediate feedback about whether they are right or wrong, and could win points by getting the most right.
PROCESS
GOAL AND PLAN
RESEARCH
ANALYSE
IDEATE
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Objective of gallery experience
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Direct Observation
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Semi-Structure Interview.
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Rainbow Sheet
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Persona
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User Journey
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​Creating requirement
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Scenario
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Storyboard
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Wireframe
Double Diamond in Design Thinking Process
PROTOTYPE
TEST
ANALYSE
FINAL
PROTYPE
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Low Fidelity Prototype
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​Test Scenario and Task.
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Direct observation.
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SUPRQ
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Interview
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Thematically Analysis
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Final High Fidelity Prototype
GOAL AND PLAN 1
With these high-level goals in mind, the Tate Modern as the gallery for the design of our interactive experience was chosen and following goals were sketched.
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To understand why users go to galleries
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To observe and understand how users experience galleries
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To find an opportunity to enhance visitors experiences using an interactive technology
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RESEARCH 1
SEMI-STRUCTURED INTERVIEW
23 Participants
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User came to see the art.
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Felt emotionally provoked by the artwork.
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Came with companions to share the experience and came to the gallery with the purpose of experiencing different emotions or to learn from the artwork.
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Visitors came specifically for an immersive and interactive exhibition called Olafur Eliasson In Real Life.
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Visitors often explored the galleries in pairs and enjoyed sharing the experience through discussion or photograph taking, then uploading to social media.
OBSERVATION
The visitor wanted to use interactive experiences. For example, there was a big wall of orange carpet that visitors could draw on and an interactive touch screen that features 3,500 artworks by more than 750 artists. We observed that people enjoyed using both walls, especially the one that could be drawn on.

ANALYSE 1
PERSONA AND USER JOURNEY MAP
Due to the recurring patterns that we initially uncovered, we felt this would be enough to begin some initial design exercises to start refining our design challenge. We quantified the frequency of the themes such as age range, demographic profile and motivation to direct the creation of our initial personas. Due to the wide range of people who visited the Tate, our data indicated that there were three main groups of people visiting the museum. We translated the data for each of these three groups into their own personas.




PERSONA 1
PERSONA 2
PERSONA 2
The Main Persona


CREATING REQUIREMENT
1. The visitor could have a tactile experience that leaves a trace beyond tapping or swiping a screen
2. That the moment of emotion could be visually translated by a companion, an experience that is enjoyable and interesting.
3. The users could look back on a previous emotional state.
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CONCEPTUAL DESIGN
Two scenarios which we designed around were our primary persona coming to the gallery for the first time to attend the exhibition that was enhanced by our digital solution, and a user revisiting the exhibition with a companion (having left a trace previously).
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Scenario 1 - Mrs Harriets has come to the gallery for the first time. She has been an advertisement for an exhibition that promises to enhance emotion and emotional connectivity, both to the past and present. She wants to start, explore and finish the exhibition experience.
Scenario 2 - Mrs Harriets enjoyed the first experience of attending the exhibition. She has come to the exhibition again with a friend, because she wants to share the experience with a companion.
IDEATE 1







Goal And Plan2
Measuring emotion is not the same as provoking an emotional response. Our research showed that enhancing emotion was a driving factor behind our potential user's visiting galleries. Some said they felt ‘provoked’ and another user said “art can take you out of yourself”. We concluded that this solution did not fulfill the needs of our users and our design challenge.
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IDEATE 2
REVISITING THE SOLUTION
This meant going back to brainstorming solutions for the conceptual design. So we started by creating a concept map exploring the ways we felt our emotions were ‘enhanced’

IDEATING THE SOLUTION
We ran the same Design Studio format as before, ideating many alternative solutions to enhance emotions and emotional connectivity, as well as leaving a trace, to create our second ‘mash-up’.




DETAIL DESIGN
Our final solution was a mixed reality exhibition that used gamification as part of an interactive guide to take users through the exploration of the artworks, specifically curated to enhance emotion and emotional connectivity for the users, to the past and in the present. Users would set out to find artworks that provoked a range of emotions in them, then guess how their companions and other exhibition participants had reacted to different artworks. Participants get immediate feedback about whether they are right or wrong, and could win points by getting the most right.
It enhanced emotional connectivity by evoking interest and curiosity into how other participants responded emotionally to the artwork.




STORYBOARD
Users would be given a device at the beginning of the exhibition experience. GPS would be used to detect that a user was near a painting, so that when they selected the artwork that evoked an emotion for them, for their companion or for the general participants of the exhibition, the device could detect which artwork it was. There would be a circle on the floor around the artwork, giving users visual feedback that they were close enough to the artwork to be detected.











THE PRODUCT
For physical shape of the device we felt creating a Game Boy shaped device would help users make the immediate association with gamification and evoke some nostalgia to past experiences. This would also be light in weight, so older users felt comfortable using it.

FUTURE USERJOURNEY
Single Player Journey
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Multi Player Journey
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WIREFRAME


PROTOTYPE
WIREFRAME
2 players
Multiplayers






TEST
FOCUS GROUP
5 Participants
5/5
The solution was able to actually 'Enhanced emotion and emotional connectivity, to the past and the present’.
4/5
The user shared their feelings about the experience, was engaged, enjoyed the experience and was experiencing heightened feelings, in comparison to exploring the artwork without our interactive experience.
5/5
Participants felt it increased their curiosity and engagement by understanding how other people were currently and previously reacting to paintings, in comparison to themselves.
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5/5
The focus group provided clarity that users actually valued the experience.
FINAL PROTYPE
2 players
Multiplayers









