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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 The information is outdated and misaligned with current societal attitudes and values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1920s/30s, the animal dioramas are a beloved fixture of the museum collection, however the installations are static and outdated.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

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.

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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