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A multi-sensory interactive learning experience at the Carnegie Museum of Natural History

PROJECT BRIEF

How can Carnegie Museum of Natural History create a multisensory and interactive learning experience that helps people better understand their environment?

CONTEXT

Project at
SoD CMU

TIMELINE

4 weeks

CLIENT

Carnegie Museum of Natural History

TEAM

Himani Auplish,
Eva YuYun Chung,

Ivar Dameron, Christina Ip

ROLE & RESPONSIBILITY

User Research,
Design Strategy,
Technology Exploration,
Prototyping

OUTCOME

An update to the Hall of North American Wildlife dioramas with interactive technology to create a learning experience for families about animals in their backyard and their relationship with the environment.

CONCEPT VIDEO

Browse information

Use hand gestures to browse information through the seasons

Feel the atmosphere

Immerse in the experience with ambient sounds and graphics

Play and learn

Use body movement for
experiential learning

ON-SITE OBSERVATIONS: VISITING THE MUSEUM

Complicated interactions

Overload of
information

MUSEUM’S GOALS: STAFF INTERVIEW

1. Raise awareness about the anthropocene and the changing environment we live in

2. The information is outdated and misaligned with current societal attitudes and values

3. Lack of funds and time to create and renovate exhibits from scratch

Confusing and
limited signage

Most frequent
visitors - Families

TARGET AUDIENCE

As most visitors were families with children from the age of 6-10 years old, we decided to create a learning experience for them.

Children uphold values of learning by doing in a museum setting

Children are curious and eager to interact with installations in the exhibits

Parents support children as a guide through the learning experience

CHOOSING EXHIBITION AREA

Hall of North American Wildlife

Created in the 1920s/30s, the animal dioramas are a beloved fixture of the museum collection, however the installations are static and outdated.

We identified an
opportunity to update the dioramas with interactive technology and create a learning experience to teach children with their parents about animals in their backyard and their relationship with the environment.

HOW DOES IT WORK?

FRONT

Speakers and rear projection film

The projection film allows projection on glass. Information and foreground visuals will be displayed on the glass.
Speakers help to create an atmosphere with ambient sounds.

MIDDLE

Motion sensor and projectors

Motion sensors would be placed in the center of the diorama on the ceiling so that it can clearly detect the motion and be concealed. The projectors would cast visuals and information both on the glass and in the background.

BACK

Spotlights and computer

The computer would be at the back, completely concealed. The lights would allow specific areas to be highlighted to support the projection.

TYPES OF INTERACTIONS

Hand gestures

Information browsing

Swipe up

to begin

Hover

to orient

Tap

to select

Flick

to close

Swipe

to change season

bodym-compressed.gif

Body Movement

Experiential learning

Shake head

shedding antlers
in winter

Shake body

shedding coat in spring

Clap fast

fighting male elk
in summer

Spot running

migrating in fall

MOTION TRACKING TECHNOLOGY EXPLORATION

We explored and coded with Kinect v1 and leap-motion. While Kinect is the most appropriate technology to build the system, we chose leap motion to create our prototype due to technical and time constraints.

Kinect V1

Proposed technology

PROS

Tracks full body motion, including depth, movements, and figures

Leap motion

Used in the prototype

PROS

Small and easy to handle with minimal setup

Outputs could be in multiple formats giving increased flexibility

LIMITATIONS

The version we had was incompatible with the computer system now (64 bit) and the libraries for v1 are limited for non-coders

LIMITATIONS

Limited gestures with no body tracking

Gesture detection is not sensitive

PROTOTYPING

We created multiple prototypes to test our idea ultimately leading us to creating a demo setup for everyone in the School of Design at Carnegie Mellon University.

1. Figma prototype

We first created a visual prototype and a skit to test our initial concept and idea with peers and faculty.

2. Kinect Prototype

We coded the tap and hover effect but were unable to incorporate swipe and and body motion to create a complete prototype.

3. Leap Motion Prototype

Leap motion covered most hand gestures and we added the graphics and effects to be able to demo the concept for a larger audience.

FINAL DEMO

BRANDING

The branding is designed to be youthful and appealing to both children and adults. The primary typeface is Montserrat and the colour palette consists of four primary colours.

Primary logo design by Ivar Dameron

Colour palette

Montserrat

Poster design

COMPLETING THE EXPERIENCE: USER JOURNEY

We mapped the experience from the moment visitors purchase tickets, till they reach the Hall of North American Wildlife and finally collect their takeaway to bring the entire experience home.

user-journey.png

WAYFINDING

The museum is divided in multiple floors and sections and the signage and wayfinding is confusing and limited. The Hall of North American Wildlife is tucked in a corner on the 2nd floor which makes it easy to miss. We created posters and wayfinding visuals across the museum to direct families to the experience.

BRINGING THE EXPERIENCE HOME: MAP TAKEAWAY

After the museum trip, children can bring the experience home with a map. They can learn more about the animals and plan to see them in person. The map provides resources to encourage and connect visitors to the environment.

PROJECT TAKEAWAY

Working with Interactive Technology

This was the first time we were working with new technology and creating a prototype using code. The beginning was extremely bumpy and filled with anxiety but I threw myself in the deep-end and with help of my peers, faculty and internet I was able to figure the prototype out along with Eva YuYun Chung. The biggest learning was to realise that there are resources out there to achieve and learn anything even in a short time.

Prioritising is key

Since the time given to us for the project was very short (4 weeks) to conduct research, built the concept and brief for ourselves and then executing a live demo along with all other visual material, it was an extremely stressful experience. The only thing that kept us on timeline even after every failure and road block like a team-member getting COVID-19, was prioritising and re-assessing our progress and goal at every step. Healthy communication and teamwork helped us to achieve our goal and only concentrate on the absolute musts of the project.

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