Wildlife Adventure

Brief: Design an engaging experience for visitors of Carnegie Museum of Natural History (CMNH).

Project Description: Wildlife Adventure is an experience filled with interactive activities to explore dioramas. By utilizing AR technology, and a mixture of digital and physical interfaces, Wildlife Adventure brings new life to the static dioramas and enables visitors to gain a new perspective on how human impacts affect the different ecosystems.

 

Team: Laura Rodriguez, Melody Ma

My Role: Design research, Concept development, Concept video, AR video, Visual design

Duration: 4 weeks

Tools: Photoshop, Illustrator, After Effects, Premiere, Sketchfab, Sketch

 
 
 
 

Problem Statement
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How do we design a system for families to experience dioramas and learn about the human impact on ecosystem in a more engaging way?

 
 

Final Concept
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Wildlife Adventure is an experience filled with interactive activities that utilize augmented reality to allow visitors to discover new information about the dioramas and gain a new perspective on how human impacts affect the different ecosystems.

 
 

WILDLIFE ADVENTURE OVERVIEW

 
 
 

CENTER STATION

Visitors first arrive at the center station. Here, they first select three animals on the screen to visit, then they collect gear and get basic instruction.

 
 
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CUSTOMIZE JOURNEY

Visitors can customize their journey by selecting 3 animals they'd like to visit. Each animal lives in a different diorama, which has its unique interaction activity.

select-animal-screens.gif
 

VIRTUAL RANGER

Ranger Joe is the mascot of the adventure. He is present throughout the adventure to set the tone for the experience and provide audio instruction.

ranger-joe.png
 

GEAR UP

Several items are given to visitors to encourage imaginary and role play, spark curiosity and foster great communication between children and their parents.


AT THE FIRST DIORAMA

Activity Experience Overview

 
 

FINDING HIDDEN ANIMALS

The AR technology in the devices allow a user to find hidden animals within the diorama. The camera screen shows the user how many and which animals can be found. The hidden animals also reside in the ecosystem the diorama presented. 

 
ar-video-raccoon.gif
 
 
 

TIMELINE-BASED ACTIVITY - PART 1

Disappeared Animals

The hidden animals a user found become the actors for the timeline based activity. The user is prompted to  play with the timeline to see how an invasive species affects the ecosystem over time.

Ranger Joe, the tiger mascot, provides additional audio information that prompts the user with questions to enhance observation of the changes.

 
 
timeline_part-1.gif
 
 
 

TIMELINE-BASED ACTIVITY - PART 2

Identifying the Invasive Species

After seeing the animals disappear, the user is promoted to use the timeline to go back to 2027 on the timeline and guess which animal is the invasive species. The magnifying glass on the screen allows the user to view smaller animals in greater detail.

 
 
timeline_part-2.gif
 
 
 

TIMELINE-BASED ACTIVITY - PART 3

Making a Pledge

The last part of the activity enables a user to watch a video about the invasive specie and read additional information. The user is then taken to a pledge page where they are promoted to select a way they will help the environment. A pledge system helps relate the human impact information we are introducing back to the user. For each activity, the pledges relate to the specific human impact that is introduced.

 
 
info and pledge.png
 
 
 

INFORMATION FOR NON-ACTIVITY VISITORS

The initial state of an informational screen on the side of a diorama  includes information about human impacts and additional species that reside in the ecosystems presented in each diorama. This would allow all visitors, including those who did not want to participate in the activities, to have access to the layers of information.

 
 
Side-panel-view.png
side panel screens.png
 
 

Design Process
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UNDERSTANDING THE CONTEXT

We started the project with observational research at the museum. All of us in the team were fascinated with the richly detailed dioramas. At the same time, we noticed two main problems:

1. A lack of communication between families observing the dioramas.

2. A lack of engagement viewing the dioramas. 40% of families spent 2–5 minutes in the diorama hall, which contains 26 dioramas.

 
group-visit-museum.png
 
 

INTERVIEWS WITH MUSEUM STAFF

We spoke with museum staff who worked in the Education Department. These interviews provided us insight into some of the museum's desires and concerns: 

  1. Human activities are shaping ecosystems in all means, but the dioramas rarely show a sign of the human impacts. 

  2. Visitors often regard the dioramas as old-fashioned and static––that once they saw a diorama, they didn’t have to revisit it because it always stayed the same.

 

INSTRUCTIONAL DESIGN INSIGHTS

 
 
 
Everyone is naturally curious.
— Elementary school educator

Visiting museum is eventually a learning experience. Through secondary research, as well as speaking to an elementary school educator, we gained a better understanding of the learning process and techniques to engage viewers. Some of the main points included:

  • Provide variety of entry points, visual, tactile, and auditory, for different types of learners

  • Use open-ended questions to promote conversation

  • Allow imaginary and role play

 
 

DESIGN PRINCIPLES

 

After analyzing the information we gathered from research and interviews, we derived the following design principles to help guide our project:

 
 
Artboard 1.png
 
 

CONCEPT DEVELOPMENT

 

We started with whiteboard discussions, through which we made the following design decisions:

  • role play: children and parents play the role of naturalist

  • task-driven: for their diorama journey, visitors are tasked with finding out how human impacts affect the different ecosystems

  • easy-to-follow instructions: a cartoon mascot is used to engage children and give instructions

  • interaction activity: each diorama has its unique interaction activity to teach viewers about related human impacts

whiteboard-discussion-1.png
 
 
 

PROGRESSION OF CONCEPT FOR THE ACTIVITY

Our concept went through different phases in response to feedback from the museum staff.  

 
progression-of-activity-ideaArtboard-1.png
 
 

PROGRESSION OF IDEA FOR TECHNOLOGY & PHYSICAL ARTIFACT

 
 

Use of technology allowed us to layer new information on top of dioramas without physically changing them. The progression of the technology integration and form of the physical artifact transformed based on feedback from the museum staff and how these elements integrated and enhanced the activity concepts we were exploring.

 
 
progression-of-artifact.png
 
 

PROGRESSION OF TIMELINE ACTIVITY

Earlier design: human impact - trash

timeline-trash.gif

Iterated design: human impact - invasive species

timeline_part-1.gif
 
 
 

PROGRESSION OF VISUAL STYLE

Before - engage young children: at first, we wanted to target children ages 3-6 years. The visual style we chose had a playful manner. It used abstract forms and youthful color palette to appeal to young children.

 
visual-style_EarlyArtboard-1.png
 

After - engage a wide range of audiences: later we transformed the visual style into an illustrative one that would be appealing to both children and adults. We also looked at the museums current style and incorporated elements from it.

 
visual-style_finalArtboard-1.png
 
 

CONCEPT VIDEO

 
 

Future Considerations
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For future, we want to design another version of Wildlife Adventure that is more appropriate for adults. Several elements that would be different for adults can include: presenting more complex concepts through layering of information about how human activities affect the ecosystems, changing the language to be at a higher reading level.

In addition, user testing is required to determine if
1) the integration between the handheld AR device and the static screen kiosk would work as envisioned
2) writing and audio instructions is engaging and easy for children to consume