Three colleagues and I worked on a project to design a portable interactive museum guide, which would enhance the experience of museum visitors. A design is only effective if it meets the needs of its intended users; hence our starting point was to develop an understanding of the needs of museum visitors. This was accomplished by going to museums and observing visitors and their activities, using Robson’s framework to provide structure. We gained insight into the physical environment, the variety of visitor profiles and the nature of their interaction with the museum exhibits as well as with each other. On a secondary note, we also gained insight into how current portable museum guides are used in order to identify what works well and what requires improvement. Our observation data were complemented by two sets of structured interviews, the second conducted with visitors either during their visit or at the end of it. We aimed to increase the validity of our data through triangulation: data triangulation was achieved by gathering data from the British Museum and the V&A Museum; investigator triangulation was achieved by gathering data independently; and methodological triangulation was achieved by using observation and structured interview techniques.
This
yielded a variety of quantitative and qualitative data that had to be analysed
and interpreted in order to define a clear set of functional and non-functional
requirements for the guide. A hierarchical
codebook was developed to pick out the key themes from
the qualitative data and, along with the quantitative data, were collated and
analysed in a spreadsheet, using graphical
representation to identify dominant themes and patterns. The results of the
analysis determined our primary and secondary personas as well as the requirements specification. The visitor attributes with
the highest values were representative of a large section of surveyed users and
therefore were used for the characteristics and goals of the primary persona.
Similarly, the secondary persona was derived from recurring attributes. The functional
and non-functional requirements were chosen to support the characteristics and
goals of the personas, a deductive process of specifying requirements that
enable the successful and satisfactory completion of a given goal. We
accomplished this by drawing on our creative thinking, general knowledge and established
principles of Interaction Design such as affordance, visibility and consistency. While these translated well into usability
goals, addressing user experience goals was less certain as they are purely
subjective; the degree to which our design was satisfying, enjoyable or helpful
could only be determined in the evaluation phase.
Given the
popularity of smartphones, and thus apps, among our personas, it
was used as the interface metaphor for our design.
It provided a familiar structure in terms of having a Main Menu, Search
function and page navigation. This also extended to the Map and Navigation
functions. A mixture of four interaction types were used in the design. These
included instructing the guide by selecting menu options on a touchscreen,
conversing by typing in search queries, manipulating by physically waving the
guide when using the NFC function and exploring by using the map and navigation
functions. The primary interface type considered
for the guide was touch, with the ability to tap and swipe offering flexibility
and intuitiveness. Although gestures may be
interpreted differently from one culture to another, which is of
particular significance given the different nationalities of the personas, we
believe a gestural interface such as touch is sufficiently global in adoption
to minimise the use of incorrect mental models that do not match the proposed
conceptual model. A haptic interface was also
considered but decided against because we believe vibrotactile feedback would not necessarily enhance the museum experience and
might cause dissatisfaction if visitors that did not require the function had
to take extra steps to turn it off.
The
conceptual
design involved placing each persona in a scenario and developing a
storyboard to capture the sequence of events. The
main focus of the storyboard was on the screen of the guide; as it was a
portable
touchscreen device carried about by each visitor, the interactions
taking place
on the screen were of greater relevance than environmental factors.
However, the
boards that captured the navigation activities focused on the
environment, as it was necessary to consider the physical layout of the
museum.
Based on
our initial data gathering and analysis, the two most important activities
carried out by the personas were making a selection from a curated list of the
top exhibits in the museum and using a map with navigation for
directions to a specific exhibit. Hence these two elements were more fully
developed in the detailed design. We opted for a paper prototype, as it was an
effective way of not only depicting the content and layout of each screen but
also simulating visitors’ interactions with the guide by changing the sequence
of the screens in response to a given input.
The
low-fidelity
nature of a paper prototype was ideal for our purposes as it was
practically free and could be easily created and modified without
requiring technical or artistic skills. Designing the prototype
in PowerPoint as opposed to hand sketching enhanced our ability to
visualise
each screen and efficiently explore alternative ideas. In terms of
functionality, detailed design emphasises depth over breadth and
therefore the
prototype was vertical as it modelled the complete
sequence of activities for each element. Since an actual portable
interactive
museum guide was not being built, we did not have to formally consider
if the
prototype was throwaway or evolutionary; however we
still viewed it as a throwaway prototype as it was only used for concept
development and not the final product.
The
final
phase of the design process was the evaluation although in principle,
the cycle of requirements gathering, design and evaluation is iterative
until the final product is ready. To this end, we
elicited the support of four test users whose profiles were close to the
personas. The aim of the evaluation was to detect design flaws that
conflicted
with the desired usability and user experience goals, garnering feedback
that could subsequently be used to improve the
design or explore alternatives.
No comments:
Post a Comment