Art Museum AR App

A project to practice working with Augmented Reality

Expand your Art History knowledge in a fun and engaging way!

Hand holding AR app interacting with Mona Lisa Painting

Background

Art museums are the mainstays of artists' body of work throughout history, frozen in time. If you have ever spoken with someone who has visited an art museum, they would tell you their preference of their favorite types of museums. From the traditional roots of the Louvre to the eclectic works of the MoMA, each museum has a rich history to tell us about the art, artists and time period housed within. For those who explore the museum solo, with a tour group, or with friends, I take a deep dive into what makes an enjoyable and enriching day at the art museum.

The artwork I have chosen to focus on to explore a solution for an immersive experience in an art museum for visitors - The Mona Lisa by Leonardo da Vinci: One of the most visited, mysterious and valuable portraits in the world.

*This is a hypothetical exploration project about designing an interactive solution for art museums.

Mona Lisa at the Louvre with a crowd holding smartphones

Project Overview

Problem

The Current Solution and why it isn't working...

Many works of art have QR codes that a visitor can scan that will pull up a detailed article about the piece, but visitors have complained that the articles are too long, detailed, and difficult to follow while observing the art.

  • How might we enhance the experience for art museum visitors?
  • How might we educate art museum visitors on each individual art in a fun and engaging way?

Challenges and Constraints

  • Limitations of AR interactions between the app and artwork:
    • Design for the safety of the user (avoid unnecessary physical actions)
    • Unpredictability of the environment
    • Reflections of glass surrounding the painting
    • Lighting factors in the museum
    • Distance between the artwork and app
    • Contrast of artwork
  • AR experience limited to smartphone users who bring their own app - Could lead to a missed opportunity for those who do not own or bring their phone to the museum
  • Use progressive disclosure - Writing content must be limited for AR experience

Hypothesis

I believe that by creating an augmented reality interface app would improve the experience for individuals who are visiting the art museum by themselves or with friends.

Outcome & Impact

My research findings concluded that a majority of museum visitors prefer to explore art museums on their own to view the artwork at their own pace. What makes an ideal day at the museum is a casual atmosphere without the restraints of a guided tour to be able to view each piece that speaks to them.

It was also confirmed that museum visitors would appreciate a piece of art if they learned more about subjects such as the artist(s), artists’ motivations, time period and facts about the piece itself. An expert interview with a tour guide concluded that tour guides encourage visitors to form their own opinions about an art piece as art itself is interpretational and a visitor can not only learn something, but further appreciate a piece.

When developing the AR solution prototypes, I learned to utilize progressive disclosure effectively to guide users through the information instead of presenting large articles to sift through. The 2nd iteration of the prototypes focused on executing a clearer text-to-component hierarchy and clarity through added textual context. Accessibility concerns were also addressed by emphasizing contrast and adding audio options.

My Role

UX Researcher, Data Analyst, UX Designer, Interaction Designer, and Usability Tester

Tools

  • Adobe Illustrator
  • Zappar
  • Figma
  • Zoom
  • Google Forms

Solution

An interactive experience using augmented reality which uniquely interacts with each artwork in the museum. Information about the artwork, artist and more are presented over the artwork as the museum goer explores at their own pace.

woman walking in museum looking at phone and holding coffee

Final Prototypes

Want to test out the prototypes yourself?

Scan the QR code to open the prototype in Zapworks, then target your camera on Mona Lisa's face.

Prototype 1: What is Mona Lisa's Expression to You?

Mona Lisa expression QR Code link to prototype

Prototype 2: Explore the Alternate Versions of Mona Lisa

Mona Lisa expression QR Code link to prototype

End User Alignment and Insights

When developing my research plan in order to validate the users for the Art Museum AR app, my goals were focused on determining what makes a great day at the art museum.

Questions to ask interviewers who have visited an art museum before and own a smartphone:

Do you prefer to explore exhibits by yourself or have a guided tour? Why?

What would you like to know about a piece of Art that makes you appreciate it?

Key Insights discovered from Art Museum Visitors

When it is not crowded, I can take my time and it’s not sensory overload. I can look around and appreciate what I am looking at.

clock

Majority of users prefer to explore the museum on their own because they want to view the artwork casually, at their own pace.

Art Museum Tour Guide with megaphone

Feel that using a tour guide will feel limited due to following a group in a restricted time limit.

Magnifying glass over museum painting

Would appreciate an art piece if they learned about things such as facts about the painting, artist, time period and the story behind it.

Tour Guides share their own perspective on what they want visitors to take away from their day at the museum...

I really encourage them to explore how they are feeling or thinking about it after the tour.

  • Because art is subjective and interpretive, visitors are encouraged to form their own opinions about the artwork.
  • Most visitors have limited art history knowledge, which brings excitement to the guide who will share a wealth of knowledge.
  • Goal is to help visitors appreciate art in the museum by providing facts and asking visitors how they felt about the artwork they viewed.

Painting the Picture of the AR Experience

paint brush with a paint streak

Storyboarding

I sketched out an art museum visitor's user journey to view how the solution would be implemented inside the museum.

Low-Fidelity Sketches

It was time to determine how the components would fit into place in the AR app and the user flow from screen to screen.

Sketches of the AR App Screens

Hi-Fidelity Prototypes - First Iteration

To help determine the AR content preferences, I decided to create 2 different prototypes for A/B testing.

Design Goals

To not only educate the visitor, but keep them engaged and appreciate things about the artist, subject, technique and cultural influence/impact in the world.

  • Find a way to involve participation from the visitor as they explore the AR experience in an engaging way.
  • Include prominent facts such as about the Mona Lisa, painting techniques, the renaissance era while being mindful about cognition overload.
  • Display the information and navigational components of the AR that overlays the target painting.

Why use Zapworks?

  • DataMining resource for stakeholders for marketing strategy.
  • AR experiences can be prototyped quickly and can be tested in a browser.
  • QR codes can measure KPI metrics such as clicks and traffic.

Challenges to overcome

  • Limitations in UI creative freedom - I used a workaround by creating and importing Figma elements.
  • Zapworks as a proprietary tool restricts from using industry standard formats.
  • No 3D tracking - could be hard for other types of art media such as sculptures.

Prototype 1: What is Mona Lisa's Expression to You?

Let the museum visitor form their own opinion and interpretation of the artwork.

Prototype 2: Explore the Alternate Versions of Mona Lisa

Through the AR overlays, museum visitors learn and explore the history of other artist renditions.

Usability Testing and Solution Validation

A/B testing the 2 prototypes helped shape the content of the AR experience and addressed any friction with the usability of the components.

Did testers have a preference between the prototype that was informational and explorative or the prototype that encouraged interpretation?

After synthesizing the data from the usability tests, it turns out that testers were split between choosing which prototype they preferred more...

The first one was cool where it showed the different versions of Mona Lisa. I was not aware that there were different versions so I found that more interesting.

The follow-up tidbit of information about perspective change, could possibly change your answer to the poll question, that was pretty cool.

V2 Iteration Prototype:
What is Mona Lisa's Expression to You?

Accessibility Updates and Homepage
  • Audio option was added for visitors to listen to every screen; broadening the accessibility.
  • High contrast text colors and backgrounds to pass the ADA requirement and help visitors with visual impairments.
  • Based on testers' feedback, more context was added before the "Next" button to help users anticipate the content on the next screen.
Before and after comparison of home screen in AR App of Mona Lisa Expression prototype
Before and after comparison flows between Expression Choices and Survey screen then from Survey Screen to Informational Screen in AR App of Mona Lisa Expression prototype
Expression Choices and Survey Results User Flow
  • Added a confirmation dialog after in case a visitor wants to change their decision.
  • Testers were unaware what would proceed after the survey results screen. A precursor information was added after the survey results screen instead of jumping immediately to the informational screen.
  • This would ensure the museum visitor could choose to read more information about why there are many expressions seen in the Mona Lisa or close the session.

V2 Iteration Prototype:
Explore the Alternate Versions of Mona Lisa

Homepage
  • Added more visual hierarchy to text for the tester's eye to lead to the bottom for the thumbnail choices due to testers hesitation in knowing when to click the thumbnails.
  • Added more information to explain why multiple versions of the Mona Lisa were painted as testers were curious about why more existed.
Before and after comparison of home screen in AR App of Mona Lisa Versions prototype
Before and after comparison flow of Mona Lisa alternate painted version informational screen
Mona Lisa Version Informational Screens
  • Added information that testers wanted to know more about each painted version of the Mona Lisa including:
    • Time period each version was created.
    • Artists who created the painting.
    • Any additional info about the painting itself.
  • To not overwhelm the visitor with too much information on the screen, I broke down the content to further enforce progressive disclosure. The visitor can choose whether to read further information about a painting or move on after viewing the title and year.

Key Takeaways and Final Thoughts

Future Opportunities

paint splatter with trophy and game controller

Learning about Art is Fun! Gamification Elements:

  • Scavenger hunt throughout the museum for visitors of the 23% demographic (Ages 24 and under)
  • Create a trivia section to help inject more historical information
  • Social Engagement through leaderboards
paint splatter with accessibility symbol, blindness symbol and deafness symbol

Art is for Everyone! Accessibility Considerations:

As 44% of museum visitors are ages 55 and up and the need for accessibility in AR is increasing to include the following:

  • Hardware adaptability for game pads and device holders
  • Voice navigation and immersive audio cues
  • Image magnification and alternative text

What I Learned from this Experience

Working with augmented reality and Zapworks as a tool has brought another set of limitations and requirements to consider. I learned to be aware of not overwhelming users with too much information and find ways to integrate the prototype UI with the artwork of the museum.

Keeping museum visitors as the main focus reminded me to find ways in the AR prototype to promote engagement while showcasing information about the artwork that mattered most to them. Through testing and creating additional prototype iterations, I also learned to provide clearer context to take the guesswork out for users; recognition versus recall.

As a result of learning more about AR, I found it more exciting to delve into the new possibilities for solutions, just as playing games has introduced a satisfying new challenge throughout the years.