AUTHORS
Andersson, J. Jansson, W. Jägerklou, W. Olin, J. Polteg S, Wahlgren B.
THE PROJECT
The project's client was the cultural university that works to support projects where science and art meet and to offer culture to Linnaeus University's students and staff. The task they ordered was to somehow present an existing 3D model developed for the wreck that is buried under the new university library and convey some of the information that is available about the wreck. The 3D-model of the wreck were handed to us by the museum in kalmar (KLM). They had made the 3d-model of the wreck the first time it was excavated and before it was buried again. The purpose is mainly to inform about the wreck Eldaren which is buried under UB and the core of the project is not to let the wreck be forgotten and its location.
The University Library, also called UB, is the place where the interactive artifact will be used and it will primarily be aimed at students but also be accessible to the public. The limitations of the project was that it must participate in a prototype of a technical solution that must be possible to implement in the short term. This means that the solution must not consist of such a technology that does not exist today and which is both expensive and time-consuming to develop. The client suggested that the wreck could be presented with AR. All insights from the client were included in the design work, but we in the project group needed to investigate other possibilities and not immediately get stuck with a proposal before such a choice can be made, the user need situation needs to be examined. With the help of technology, the project's goal is to tie the wreck to UB in order to also maintain an interest in the place where the wreck was found.
Duration: 2 months
Course: Tillämpad Interaktionsdesign
Tools: Adobe XD, Miro, Drive, PlayCanvas
KEYWORDS
Augmented reality, Universal Design, Participatory Design, Co-creation, Workshop, User centered design, Prototyping, 3D-modeling, Iteration.
METHODOLOGY
The concept phase: ITK-methods, Field study, Surveys, Future Workshop, Affinity diagram, Brainstorming, Internal and product goals, Imageboards, Sketches, fictional personas, Storyboarding, UX - and quality of use analysis and a Valuation matrix.
The processing phase: Prioritize requirements, Solution-oriented sketches, Semistructured Interviews, Interface sketches, Love & Hate, User test on paper prototyp, The "plop" method, User test on interface, Wireframes, Prototyping.
The detailing phase: SUS-scale, Graphic design on prototype.
SCRUMISH
To plan the structure of the project the agile working method scrumish was used. Working scrumish gave us the flexibility that the schedule could constantly change without the compulsion of rules that scrum provides. This suited our project as many of the requirements were something that emerged during the process. Another benefit of working scrumish is the freedom that the team has to find their own way through complex situations and builds on an individual and team commitment. Our Scrum process was divided into 8 sprints with different goals, research and exploration, creation, summary, delivery and evaluation. Most of the sprints covered the research and exploration phase and technical aspects were here also included.
DATA COLLECTION
In this project we used participatory design methods to gain a lot of different user perspectives in terms of qualitative data. We also did some quantitative methods to evaluate our design and have measurable methods. We did a Future workshop, User-testing and semi-structured interviews were conducted with anticipated end-users.
FUTURE WORKSHOP
The ambition with the workshop was to come up with new ideas to show the wreck in an entertaining way in UB. At this stage, the goal was not to come up with a definitive solution, but to investigate further on how users wanted to experience the wreck.
PAPER PROTOTYPING
To validate and investigate possible problems with the design in previously made interface sketches, a user test paper prototypes was performed. Based on the different interface sketches, five variants were chosen that differed in different ways, such as different design of functions or information structures.
RESULTS
RESEARCH
That the right decision is made on the right basis has been an important and decisive factor for the project group, all decisions must be traceable and be statutory in the form of collected data or research. The first sketches were produced in the concept phase. The sketches in the concept phase visualize different concept ideas that have arisen after research and data collection have been carried out. After we collected the users' needs, it was easier for us to set requirements and move forward in our process. User tests were also implemented to constantly involve users in the designprocess. Through research we repeatedly came across data that showed us that AR would be the a good solution for both stakeholders and users. We also realized that not many people did not know the history of the wreck and were interested in knowing more. This increased the purpose and core of the project is not to let the wreck be forgotten and its location. A physical artifact was discussed as this has a Universal Design perspective, the artifact is designed so that people with impaired vision can experience the wreck with their feeling with the help of a physical artifact.
FUTURE WORKSHOP
The participants contributed in the workshop by brainstorming on ideas and solutions. The workshop was divided into three parts, 1: The critical phase, 2: The fantasy phase and 3: The implementation phase. The data collected from the workshop consisted of the participants ideas and opinions. The results of the workshop gave us a lot of different concepts to further evaluate and a lot of pros and cons about different solutions. For example they talked about digital solutions including AR, virtual reality (VR), mixed reality (MR), hologram, and gamification. The users came to the conclusion that by scanning a QR code, they would come to an AR page where the wreck is visualized and where they could get more information about the wreck. They also wanted to see the wreck when it looked like as a ship.
PRIORITIZE, LIMIT AND VISUALIZE THE DATA
To further structure the project the requirements were divided into different categories: Functional requirements, Non-functional requirements and data requirements. Requirements are something that is created in the interaction between designers, customers and users during the project's research phase. Sometimes the concept phase is baked together with the initial part of the processing phase where the requirements picture is worked out and can then be referred to as a feasibility study. The requirements were therefore not set in the concept phase as it was not clear how the web application would be designed other than at an overall level. In the processing phase, the requirements can instead become more concrete when it is clear what is to be developed and why. Traceability of the requirements is required to be able to go back afterwards and motivate to why the web application is built in a certain way.
The requirements were later on in the processing phase divided and prioritized into: must have - requirements, should have - requirements and nice to have requirements.
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