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Design Brief

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Before

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How can museums make their experience more vibrant and alive for the communities that they serve?

Now

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How might the RBCM museum engage higher education students (either from victoria or not) with its collections?

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Secondary Research

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How we started

How we did it

What we found

  • Had limited understanding of the RBM
  • Analyzed museum offerings, trends and landscape through secondary research
  • Needed to investigate the audience, their views, experience of the RMB
  • Deep dived into museum trends
  • Investigated RBCM’s offerings
    • Current events
    • Galleries
    • Admission rates
    • Diversity & Accessibility
    • Facebook Reviews
  • RBM took community feedback to rebuild 3rd floor exhibit
  • Exhibits are filled with models and displays
  • Museum users and non-users believe “museums are a place for presentation of objects rare, old, or privileged.” Non-users don’t draw connections between museums and themselves

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Royal British Museum

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Offerings

Human History

Natural History

Others

Comprehensive collections of BC First Nations Cultural collections

Plants, insects, terrestrial arthropods, herpetology collections

  • BC Archives
  • Peering into the Past: Celebrating Canada’s Oldest Chinatown

RBCM vs. ROM

More Displays of places / events

More variety of exhibits and larger collections

Extensive focus on Indigenous materials

Indigenous exhibit material is hidden

More displays of individual items

More displays that attract a younger demographic

Downtown

Diverse visitors

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Primary Research Collection Method

Previously…

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Now…

Conducted intercept interviews after observing gen z’s behaviour in exhibits

Conducted empathy interviews with people from UofT and asked about visit frequency, what they enjoyed, and past memories

20 total interviews

5 more interviews & 8 New Surveys

Empathy Interviews

  • Reached out to commerce and history students from Toronto that are from BC to ask about their experiences, memories, and opinions

Surveys

  • Surveyed BC residence through the help of RRU connection

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Delving Deeper Into Anna’s Persona

At the Museum:

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What “Personal Connections” means to Anna

In her Everyday:

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Anna loves greek mythology and has been reading a book on it, thus when she goes to the museum she pays extra special attention to this exhibit

Finding artifacts that relate to her interests

Anna was born in china and raised in BC so history of china and canada always fascinate her as she feels like she is connecting and tracing her family's history back in time.

Exhibits and artifacts that involve her cultural background

“I am part of RCBDA because I enjoy feeling a part of something bigger than me”

  • Expand her network of friends
  • Find people she can connect with as they all have something in common

Being part of a community

  • Feel connected to places, event, and people she cares about
  • Anna goes to the same escape room building with her friends as they have made so many great memories there and know new and fun things are always on the way!

Creating memories

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Design Brief

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Brief:

How might the RBCM museum engage higher education students (either from victoria or not) with its collections?

We define higher education students as:

  • Undergraduate students
  • Gen Z
  • From British Columbia
    • Either study there or somewhere else
  • Non-humanities and art students
  • Feel less of a connection to the content based on their degree

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Encourages Further Learning

Passion/Interest Increase to return to museum

Creating a lasting memory

Design Criteria

Degree of impact

Implements interactive experiences

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Problem Statement:

How might we, museums, make gen z students passionate about returning to the museum by creating personal connections through a sense of community and lasting memories?

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How Might We:

Gen Z undergraduate students who seek an exciting and engaging experience at the museum often feel bored and disconnected, which results in them leaving without any desire to return.

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Solution Overview

Escape to the Past

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An immersive escape room based on one of the exhibit topics

Making the Old New

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A call-to-action nudge to increase museum foot traffic

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Prototype One: Escape to the Past

Escape room where the theme is based on one of the exhibit topics. The theme of the escape room will change every 3 months to rotate through different exhibits. (RBCM has done a Santa themed escape room during the Christmas season)

What is it?

Before visiting

During the Visit

After the Visit

Interactive panel outside the museum that offers a digital challenge for people to get a glimpse into the museum escape room offering

In-person 30-minute escape room based on an exhibit topic. New escape room themes will be launched every 3 months

Visitors visiting 4 escape rooms will receive a unique prize

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Before the Visit

Before visiting

During the Visit

After the Visit

An interactive hook…

Digital panel that offers a small “game” where visitors can solve a puzzle similar to the one in the escape room

Once the puzzle is over, they will be prompted to go to the museum and further enjoy the experience

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During the Visit

Before visiting

During the Visit

After the Visit

Museum Escape Map

Separate room in the museum where the escape room is decorated with materials and objects from a specific time period and exhibit

Challenge clue #1

Clue #2

Clue #3

The information required to solve the puzzle will be presented in the museum exhibit 🡪 prompts students to visit and learn from the exhibit prior to the escape room

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After the Visit

Before visiting

During the Visit

After the Visit

Learning Rewards

Successful solving of the 4 escape rooms in a row will be provided a free entry ticket + guest pass to the specialty (travelling) exhibit

Visitors like Anna can both enjoy the escape room challenge, learn the exhibit content in order to solve the escape room puzzle, and visit the specialty exhibit

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Prototype two: Making the Old New

Before the Visit: Poster with interactive questionnaire and QR code as the hook

During the Visit: same experience; focus on learning

After the Visit: TikTok Challenge to post their favourite learning topic

Which year did the animal go extinct?

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1476

1872

1890

1948

Scan to find out!

I learned about…

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Prototype 1: User Interview Results

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“I think I would stop to interact with it if it were some sort of digital interactive display, sort of like interactive maps at malls.”

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“I think I would check it out if the interactive display offers maybe a small discount for tickets…”

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“The escape rooms would have to be worth it to me and also reasonably completable. Maybe certain completion [targets] per year instead of 4 in a row would be better…”

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”Escape rooms are using quite fun. So a room that tests your knowledge would be quite cool

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Prototype 2: User Interview Results

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“I wouldn’t be drawn towards a poster and QR code as the interactive display. It feels disconnected and I won’t notice it”

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“Maybe a digital poster would be more fun and interesting…something that catches my eye more”

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“I think that would cool, but if there are no guaranteed incentives then I would be a bit more hesitant to do a TikTok video”

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“A visiting exhibit would be cool. If the exhibits would change, I would go back more. “

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  • Feasible: Easy to implement PT 1 Âľ PT 2 4/4
  • Cost Efficient: benefits outweigh the costs PT 1 Âľ PT 2 4/4
  • Desirable: matches up with customers wants and needs PT 1 4/4 PT 2 2/4
  • Ease of use for visitors: How easy it is for them to use idea PT 1 4/4 PT 2 Âľ
  • Ability to generate excitement to return: PT 1 4/4 PT 2 2/4

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Desirability

Feasibility

Decision Criteria

Prototype 1: Escape to the Past

Prototype 2: Make the Old New

Ability to generate excitement

Cost efficient

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  • Attracts young people who typically look for entertainment outside of the museum (bowling, movies, arcades)
  • Develops interest in museum content within young adult visitors, forming memories that will connect them more personally to the museum
  • Generates enthusiasm in the community to return for each new escape room

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Prototype Proposal Impacts

For Anna….

For the RBCM…

  • Provides entertainment
  • Immerses her into the museum content, captivating her attention
  • Allows her to learn more and apply her knowledge in real time
  • Lets her connect and make memories with her community of friend

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Key Metrics to Evaluate Success

Number of return or repeat visitors

Number of people signing up for escape room

Number of positive reviews on Yelp and other reviewing sites

Increased duration of time spend within exhibits and museum as a whole

track through surveys and observational research

Increase in number of tickets sold (visitation) before and after implementation of prototypes

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  • Museum space would have to be used for the escape rooms
  • Physically building out an escape room could cost upwards of $5,000 (cost for portable escape rooms)
  • Time and resources would be spent each cycle to design and implement each new escape concept

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  • However, these costs will be offset by the increase in ticket sales, as interest in the museum dramatically increases

Prototype Costs

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Thank you!