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Fostering more intimate relationships between people and their locations
Designer
Kekeli Sackey
Case Study / Dec 7, 2022
Tools
Figma, Dovetail
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Content
Kekeli Sackey |
Understanding the problem space
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The problem
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Learning history should be fun, interactive and immersive.
While pictures provide a much-needed context to those learning history, it’s still a limited experience that doesn’t fully take the learner on a journey to the past. Allowing people to interact with historical artifacts in real time would make for richer, more immersive experience.
Above: King Behanzin of Dahomey
Left: Soundjata ou l'épopée mandingue, Tamsir Niane Djibril
Kekeli Sackey |
The vision
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A user experience that allows people to explore their history independently of location so they can reconnect with their surroundings in a more intimate fashion
Who stands to benefit?
Kekeli Sackey
The how
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Leveraging AR for storytelling
Today…
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AR tech superimposes computer-generated images over the real world and allows users to learn and practice new skills in real-time. Unlike VR, which requires headsets, AR experiences are accessible on mobile, allowing more people to explore on their own, independent of location.
Pokemon Go, AR game
Kekeli Sackey |
Initial assumptions and constraints
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Assumptions
Goals and outcomes
Constraints
Above: Chernobyl, example of inaccessible site
Kekeli Sackey |
Research
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Competitive Analysis
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Kinfolk
Wonderscope
Mauer
Insights
Interactions
1) Reliance on phones for immersive experiences lead to fatigue.
2) Users can’t use more than one surface at a time. AR apps have a requirement to choose a ‘placement’ for the story/experience before it begins. Users can’t use more than one surface at a time. Moving the device mid-experience causes users to lose their position in the story and choose another placement to continue the interaction.
3) Zooming in and out is replaced with physical navigation to and around elements, which is counter intuitive when the convention on screens is to zoom in and out.
Usability
1) Gestures and Interactions are not intuitive and rely on trial and error
2) AR apps that focus on history feel like add-on experiences to complement existing ones. (Eg., BBC Civilisation AR, Skins and Bones)
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Most mobile phones on the market today have little to no environmental perception capabilities. The experiences these phones offer can't mix physical and digital realities.
Microsoft on Mixed Reality
Kekeli Sackey |
User Interviews
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Research Goals & Participants
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Research goals
Part 1
Part 2
Methodologies
User Groups
Research Participants
Number of participants: 8
Kekeli Sackey |
Understanding the constraints surrounding AR experiences in the e-learning space
Key Learnings
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What they identified as areas of improvements
How they use it
What they like about AR apps
What they dislike
Kekeli Sackey |
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It's a very useful way of learning because having a pictorial representation in your mind helps to build your knowledge and remember, and it helps you remember what it looks like. And I think even after a longer period of time, you can easily recall this.
User Interview, Participant 1
Kekeli Sackey |
Assessing the viability of using AR for cultural preservation
Key Learnings
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Participants Profile
How they stay connected to their history
How would they use it
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For the sake of our kids who will be needing to know more about history, I wish there would be a better way to break it down to them.
User Interview - Participant 5
Kekeli Sackey |
Designing the solution
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Ideation
Map view: the map view allows the user to view and interact with points of interest
AR mode: User navigates their neighborhood in AR mode and see how some areas used to look like in the past
Gallery mode: allows users to view and read more about the place’s history
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Above: A low-fidelity ideation of the experience
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Key features from first round of ideation
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Kekeli Sackey |
Content presentation
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I looked at examples that blend the old and the new
Source: Dr Belinda Kendall, Linkedin
Kekeli Sackey |
Navigation
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I looked at navigation patterns in familiar interfaces and games
Source: Minimap in the Witcher 3
Source: Google maps AR
Design concept (mine)
Kekeli Sackey |
Prototyping interactions
Incorporating icons into the videos
Adding interaction to figma
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Kekeli Sackey
Insights from user testing
Recommendations & Next steps
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Kekeli Sackey
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“
I really, really love this concept. I don't have, again, I don't have all the context, but I love what you're doing. I love how direct it looks real easy. It looks clean. Besides some of the confusions I have, I think you're onto something really, really cool. I've never seen this, I've never heard of it. I've seen AR in use in like different, so many different use cases, but I've never seen this. And I think there's a lot of value.
I think of myself as a tourist and I'm visiting certain places how useful I would or how much I would enjoy using something like this. Or even as a local, a lot of times we walk around places where we really don't know the grounds we stand on or the buildings where you walk by and how educated this would be. So cool stuff
Usability Testing, Participant 2
Kekeli Sackey |
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I would love to see this in real life.
Usability Testing, Participant 3
Kekeli Sackey |
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It's just like an intimate way for me to travel by walking. So having an app like this, I believe, not only does it show me what's nearby right away as I'm using it, but like it teaches me about the history of the area. Nice. And I don't need to like get a tour guide because the app is my tour guide.
Usability Testing, Participant 4
Kekeli Sackey |
Outcomes
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Prototypes & Reflections
Interaction breakdown
Tap the screen to start exploring
Video plays and point of interest appears
User taps the screen and is prompted to place the artifact
User views gallery artifact
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Kekeli Sackey
High-fidelity designs
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Kekeli Sackey
Reflections
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How insights influenced the direction of my thesis
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To avoid friction in the experience, I focused on:
Challenges
Kekeli Sackey |
Reflections & Next Steps
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Next Steps
Kekeli Sackey |
Thanks for reading! 🥳
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Appendix
Readings and sources
Kekeli Sackey |