Immerseum



Discover history like never before with Immerseum, the iOS AR app that brings the past to life through interactive storytelling and 3D reconstructions!

Project

End-to-end design - Course Project, 2024

Role

UX Researcher
End-to-end UI/UX Designer

Duration

June 2024 - July 2024

Overview

In a case study on digital humanities and AR learning environments, a positive correlation was found between the use of immersive technology and learning. Students reported deeper learning as opposed to other media or engagement strategies, and reports showed positive outcomes such as increased excitement for the learning process, motivation, and long-term retention (Hutson & Olsen, 2022).

Background

Many historical sites or landmarks are not easily accessible to users due to distance, cost, travel time, and accessibility needs. Traditional methods of learning via textbooks or online resources often lack depth and context. This may result in a lack of comprehension and engagement, especially in younger students. In-person visitors may also have challenges, such as language barriers and limited information.

the Problem

Proposed Solution

An AR app that helps students, travelers, and learners explore historical sites from anywhere in the world.

the Research

A competitive analysis was done on 3 different companies: Google Arts & Culture, Timelooper, and zSpace. I discovered the following key learnings:

  1. All offer accessibility features.

  2. All utilize different software and tech equipment to create an immersive experience.

  3. While all companies focus on education, they have different target audiences.

  4. All provide immersive experiences and interactive elements.

Competitive Analysis

Google Arts & Culture
Offers virtual access to art collections, cultural artifacts, and exhibits from museums and cultural institutions worldwide.

TimeLooper
Is a virtual reality app that lets users experience historical events and locations through immersive, time-traveling simulations.

zSpace
Is an educational technology platform that uses augmented and virtual reality to create immersive learning experiences for students.

Opportunities Identified

  1. Multi-sensory experiences: Multi-sensory components can greatly increase user immersion and engagement in AR experiences. Users can have a richer, more memorable experience that transcends visual and auditory stimuli by appealing to multiple senses.

  2. Multi-person experiences: Creating a feature that allows users to interact and explore historical sites together in real-time offers significant potential to enhance user engagement and create a sense of community. This feature could transform a solitary experience into a shared adventure, promoting collaboration and social interaction.

Through my competitive analysis of Google Arts and Culture, Timelooper, and zSpace, I identified several opportunities for enhancing user experience. Making multi-person experiences possible via Immerseum—enabling users to meet and explore historical sites in real-time—was one important opportunity. After much consideration and conversations with my mentor, I decided against this feature in the current iteration of Immerseum. The main factors that led to this decision were technical complexity and project focus. For starters, producing a seamless multi-person experience requires significant technical resources and skill, which not only takes a lot of time but may also take away from the focus on creating a high-quality, single-user experience. And since the initial goal of this project is to create an immersive and educational experience for users, concentrating on this objective can provide a solid foundation before expanding into multi-person experiences. However, the idea of multi-person experiences remains a future possibility as Immerseum evolves.

Affinity Mapping

Key Insights:

  1. How users like to learn (interactive learning methods): All users preferred learning through more interactive methods such as videos, podcasts, and even storytelling. 

  1. Positive learning experiences with professors: Four out of five users stated engaging professors influenced their learning experience positively.

  2. Learning using traditional methods proved to be challenging: Four out of five users expressed how difficult reading through dense history books was, finding them boring, tedious, and difficult to engage with. 

  3. Realism in AR: Four out of five users expressed the importance of a realistic AR experience. Some examples users gave were time-period-appropriate music, realistic fauna and weather, and immersive activities that allowed users to participate in time-period-specific events. 

  4. Accessibility needs: Three out of five users stated they needed closed captions and three out of five stated they experienced language barriers at historical sites. So offering text or video in other languages is important.

  5. Varied use of the app: User responses were not consistent on how often they would use this app. Ranging from not often to two times a month. 

  6. Sites: Users were not consistent with what sites they would like to see, but the two that came up were Ancient Egypt and the Colosseum.

I interviewed 5 participants to gain insight into how they prefer to learn, their experience with traditional learning methods, the different learning tools they’ve used, and any potential accessibility needs. All 5 users stated they preferred more interactive learning methods such as storytelling, videos, and podcasts, but preferred engaging storytelling the most.

User Needs

1. Participants described traditional learning methods as "dry," "boring," and “not engaging enough.”

2. Participants expressed having difficulty visualizing historical sites through text and static images when using traditional learning methods.

3. Participants also expressed having difficulty focusing and maintaining interest, as well as challenges with retaining information.

4. 2 out of the 5 participants had difficulty visiting historical sites in person in other countries due to language barriers.

User Pain Points

1. Enhance user engagement with history.

2. Provide immersive experiences.

3. Improve accessibility.

4. Promote continued learning and interest.

Project Goals

Based on the participant responses from the interviews, I came up with two personas: 1. The History Enthusiast and the 2. Interactive Traveling Learner.

Personas

1.

2.

Immerseum aims to provide an immersive, educational, and interactive experience that allows users to virtually explore historical sites. By utilizing storytelling, 3D reconstructions, and other interactive elements, the app enhances users' comprehension and enjoyment of these sites. It addresses accessibility issues and the limitations of traditional learning methods, making historical education more engaging and comprehensive for students, educators, and history enthusiasts. The application will feature an intuitive and engaging user interface, ensuring accessibility and usability for a broad audience.

Product Concept

  1. Immersive environments

  2. Educational content 

  3. Accessibility features

  4. Account creation

  5. Save functions

  6. User tracking

  7. World History search engine

  8. Storyteller feature

  9. Spatial and augmented audio

Feature List

Define: the Design Process

To begin the design process, I looked at the primary goals that users would want to achieve on the platform and created the following user flow:

User Flow: Interacting with a storyteller

  1. Users have the option to navigate to “Sites”, navigate to the search bar, or navigate to “Nearby”.

  2. User selects a site.

  3. User explores site in AR.

  4. User sees storytellers.

  5. User interacts with a storyteller.

Using the user flow I created, I began working on my low- and mid-fidelity wireframes. The primary flows I worked on creating were:

  1. Choosing a historical site.

  2. Interacting with a storyteller.

Low-Fidelity Wireframes

Mid-Fidelity Wireframe

After laying the groundwork and creating wireframes, I moved on to branding and created a moodboard.

Branding

My vision for the branding of Immerseum was to be modern, innovative, educational, and accessible. I chose to use a dark blue color scheme because it invokes feelings of knowledge, stability, and reliability. Darker shades of blue have also been linked to improving the brain’s cognitive process (Kelly, 2024). Using this color palette can subtly convey educational and learning concepts while remaining modern and sleek. Darker backgrounds can also make text and interactive elements stand out more clearly, which improves readability and user focus.

Finally, I chose an old-style serif typeface for the Immerseum logo. This typeface captures classical and formal elements while remaining modern, making it ideal for a historical app.

Logo

Brand Colors

Primary

Secondary

Neutrals

Typography

Buttons

UI Components

Test

The moment of truth: Usability testing!
I conducted testing on 5 users to help identify any potential issues and the app’s intuitiveness. Users were asked to go through the following task flows:

1. Choose a historical site.

2. Explore the site in AR.

3. Interact with a storyteller.

Usability Testing

Link to Prototype:

Participants reported simplicity of use and the ability to finish tasks. While there were no major technical concerns, three out of five users mentioned having difficulty figuring out how to get into AR mode once a historical site was selected. Participants also recommended a suggested section and a timeline in the historical sites section, as well as increased visibility and hierarchy for titles.

Results

Iterations:

AR Mode Visibility

-

Timeline Addition

-

Suggested Section Addition

-

Final Prototype

Conclusion

I discovered that technologies like AR have significant potential to help users learn and retain information in immersive and meaningful ways. The technology needed to create prototyping and visualization in AR is not something Figma can handle, and I had to use other software to animate and find workarounds.

Next Steps

If given more time, the next step moving forward would require more detailed work on the AR experience. Spending more time researching what characters and storytellers users prefer and what storytelling means to them would create a more inclusive and engaging experience.

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