Major Project
Improving the user experience of virtual art exhibition concept [Read more]
Virtual Exhibition Experience - WE ARE
WE ARE is a virtual art experience app that is accessible all around the world 24/7 to provide a social environment while exploring new art types for Gen Z and Gen Y art enthusiasts who have a tight budget and a busy working life.
• It enables a fresh perspective to VR exhibition experience with on point exhibition recommendations to users.
• Also it gives art enthusiast friends a place to hang out before the exhibition to chat and decide which exhibition to enter and gives a social environment to people who has similar interests to meet and discuss in Community groups.
The challenge
Problem: Current physical art exhibitions are limited to being in a specific area and being open in a certain amount of time daily. The need for traveling (by public transport, plane, train, car, etc.) and having every artwork physically printed, framed, preserved and showcased, creates continuous consumption.
• Among its accessibility and sustainability issues according to the user researches conducted the current virtual exhibitions have some inadequacies on its own. So it was aimed to solve these problems with creative and human centered solutions.
User Research
2 in-depth contextual researches was conducted. First one was to investigate the possible users’ behavioral patterns, what they like and dislike about physical and virtual exhibitions. The second contextual interview was conducted with artists to learn about their thoughts on virtual exhibition concept and their past experiences.
Methods included: contextual interviews, cards sorting technique, co-design activities, Think aloud activity with current virtual exhibitions and timeline technique.
Key Insights
Main key insights gathered from the research:
+ Touring exhibitions is a convenient social activity - people are in the need of discussing with others.
- Discovering new exhibitions is hard when you’re not constantly searching
+ Interactivity both physical and digital platforms adds up the experience
+ Collecting memories/ souvenirs is a common behavior
- The integration of physical exhibitions feel synthetic
- big amount of virtual exhibition links are overwhelming
- There are so many distractions when it comes to virtual exhibition
+ New approach to events: they don’t need to be physical anymore
Concept Development
The first step of concept evaluation was using the Crazy 8 technique (Kirmaier, 2019 ; Google Design Sprint, 2019). It enabled to investigate as many ideas, to spark some new combinations and ideas also to define the boundaries. The process took nearly 10 minutes and 10 ideas emerged. Then these refined HMWs were placed into HOW/NOW/WOW matrix(IDF, n/a) to evaluate them according to their feasibility and innovativeness. In the end, 4 main statements were picked however the ones in the HOW and NOW section was kept in mind in the next steps.
Design Iteration
After deciding the design principles, first a wireframe then a design with the branding is created. This design went through 2 iterations until the final design is reached. These iterations made in the guidance of User tests such as SUS testing and expert evaluation.
Design Elements
Buttons, avatar for the VR experience, layout, other components designed one by one and mostly the layout went through an iterative process as users commented on them and according to the usability tests. The VR world is created in Unity and its purpose was to create an environment for friends to hang out before/after the exhibition. The avatar creation part is necessary so the users can know their friends in the VR exhibitions.
Final Design
The core functions of the app is highlighted here:
• After on-boarding, by asking the user some questions about their preferences a personalized experience is designed, on point recommendation of exhibitions are made.
• If the user is using a VR set, in the lobby page when the user gets close to an exhibition its details pop up.
• Screen-based VR exhibition experience needed guidance like other screens and a walking button and perspective change can be done with finger dragging which allows an easier and more immersive navigation for the user.
• A detailed page of a community talk is added so the users can have a clear image of what is it.
Basak Laçin
My motivation in design is to search for little stories behind the details and create new ones for people to experience.
I come from Turkey and I studied Industrial Design in my undergraduate. I wanted to move on to a more digital oriented pathway and combine it with my passion - graphic design.
I love to think in a user-centered way and trust my research to guide me throughout the process. I worked in the media sector voluntarily for 2.5 years and always found myself attracted to projects related to it. Entertainment sector covers an enormous variety of topics and it has a big place in my personal life so I'm aware that the design of these experiences are crucial. That's why I would like to work for people's joy in their leisure times in the future.
Major Project
Improving the user experience of virtual art exhibition concept
Awards
• Project Name: Crate. - Airbnb x Adobe XD Creative Jam 2020 - Honorable Mention (First 20 out of 500 groups)
• Project Name: Bubbles IMMIB Furniture Design Competition - Honorable Mention - Children Washbasin project 2017