AUTHORS
Andersson, J. Polteg, S. Schönbeck, J. Zamanian, A. Zendeli, R, Åkerman, O.
THE PROJECT
Our world we live in today is a result of our history, architecture, structure and the people who live here. Why does it look like it does? Is it important to know why? There are very many different historical sites around and there can be a very big difference in the world. Some places can be castles, a castle or a meadow with only a memorial stone. This may contribute to the fact that the experience of visiting these places varies markedly. Our feeling within the group is that some of the places you visit can be a bit uneventful and colorless, therefore the interest in the place and the visit may decrease. Looking at the places where there is not much preserved or where it is just a memorial stone with an information sign, it can be difficult for the visitor to imagine what it was like there before. This can lead to a decrease in interest in the place, which in turn can lead to a lack of visitors. We in the project group believe that historical sites should be an obvious part of today's society as it contributes to an understanding of why it looks like it does today. Without an understanding of our history, we believe that it is difficult to understand today, everything around us has a story and a purpose. We want to create an understanding, an insight into our history and a reason to preserve historical sites for future generations.
Duration: 2 months.
Course: Metoder för interaktionsdesign II
Tools: Adobe XD, Drive, Blender, Adobe Premiere.
KEYWORDS
Participatory design (PD), Universal design (UD), Virtual reality (VR), Artificial intelligence (AI), Augmented reality (AR), ITK (Identity tool kit), Quick response (QR), Sketches, Wireframes, Mockups, Covid-19.
METHODOLOGY
METHODS
Research, Scrumish, Workbook, Brainstorms, ITK-methods, Selection matrix, Love and hate, The "plop" method, Interview, Future workshop, Sketches, Wireframes, Mockups, Prototype artifact, Prototype interface, Presentation film.
USER STUDY
To map the users' needs, a user study was conducted consisting of a semistructured interview with open-ended questions. With the help of the interviews, the goal was to get answers to why people visit historical places and what they feel they get out of doing it, A future workshop were also held to find out what could make it more interesting and increase the experience of visiting historical sites, such as Kalmar Castle. The purpose of the method was to collect qualitative data, by exploring ideas and suggestions that can help move forward in the design process.
SKETCHING
Throughout the designprocess sketching has been a central part, which is a great way to visualize an ongoing concept.
DATA ANALYSIS
After the collection of all qualitative data, methods such as Selection Matrix, Love and Hate, and the "plop" method where used to chose a concept, which became the dome.
USER TEST AT CONCEPT
User tests were performed on the concept, both with the physical product, app and console application to involve and consult with users. The tests were conducted both on site and remotely with six users, four women and two men between the ages of 22-50 years.
Before the user test, the concept was described and explained to the users. The printed physical artifact was included so that users could more easily visualize the concept in front of them. Users were then instructed to think that they where at Kalmar Castle and that the dome was in the middle of the courtyard of the castle. When the users entered the dome, their time travel began, which is visualized in the figure below. The picture shows Kalmar Castle from the same angle, although about a thousand years back in time. This helps the users to be able to visualize what a view could have looked like in reality and in the right context. Much focus was placed on giving users an opportunity to familiarize themselves with the experience so that the final feedback and results became relevant to the work.
PROTOTYPES
PRESENTATION FILM
With a combination of real film, 3D implementation of the product and animations of the digital prototypes, an inspiring film was cut together that would present the product and service and function as both sales and informative.
The physical artifact in 3D was created in the program Blender and was also adapted for the scenes where it would be implemented with real film. It also built up the environment from the 12th century on the site where the product would be placed to be used in user tests and shown in the presentation film.
The film was cut together in Adobe Premiere. First, a script was created for what would be shown and included in the film. The film takes place as a scenario, to reflect how the product and service can work in reality. You get to follow from the beginning to the end of the whole experience.
INTERACTIVE PROTOTYPE
The application that has been developed functions as a complement to arouse curiosity in the dome in the form of geographical mapping, reviews, news and general information.
FINAL ARTFACT
The result of the final artifact has resulted in a product similar to a dome that the user can enter. The dome's walls will consist of screens that shape the user's surroundings to what the historic site looked like during the selected time period. These screens will be controllable using a bracket located in the center of the dome. The console is at a height that takes into account various target groups and that does not exclude children, wheelchair users or short people. Inside the dome, there should also be a handle on the center pillar that provides an opportunity to support yourself and that can make it easier for users to keep their balance.Ultimately, accessibility was prioritized when choosing colors, contrasts and fonts creating a universal design.
The next step in the process would be to investigate more about the choice of material for the final artifact. As presented in the presentation film, the idea is that the glass is frosted when the time travel begins and frosted off when the dome is not used. Inside the dome are modern speakers that will generate good sound and enhance the experience. There are solar panels on the roof that consume green energy for the dome. The dome is transportable and can be moved to different places. The dome is placed on a plate so that people with reduced mobility can get in and out more easily.
PROTOTYPE PHYSICAL ARTIFACT
As the product is just over four meters high, it became clearly unreasonable to print or build the model on a real scale, with the resources available during the project. Hence, a miniature model of the dome was printed, in order to test it against users
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