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A Day in the Museum

Our team was tasked with creating a museum exhibit that had a focus on a period of time when a type of art was prevalent

Contributions

Research

I compiled various forms of research and helped conduct a probe

Physical Prototyping

I built a prototype to showcase a user journey and model of our project

User Testing

I conducted user tests on our prototype

Project Overview

Scope

To create various interactions that allow users to feel they are participating in a museum exhibit and to enable them to learn about a period of history through immersion and participation.

Goal

To provide an in-person museum experience using a variety of digital and physical interactions.

What We Did

Our team created a variety of interactives that aim to fully immerse visitors in the display and provide them with a participatory experience that encourages engagement and involvement in the historical time and its learning.

Our Topic...

Surrealism in the 1920s

What is Surrealism?

Surrealism is a form of art that mixes realistic aspects with abstract. Surrealistic art can be in the form of paintings, objects, sculptures, photography, or film.

 

Founded by Andre Briton, surrealism began its movement in the 1920s. The objective of surrealistic art is to create imagery that is impossible in reality, juxtaposing unlikely objects with unimaginable landscapes.

Examples

Image by Devilz .
Image by Erick Butler

User Group

Our museum welcomes art enthusiasts seeking a distinctive and educational exploration of surrealism. While our doors are open to all, our primary target audience falls within the age range of 16 to 60. This demographic choice stems from our commitment to ensuring that visitors can grasp the abstract and foreign concepts embedded in surrealism. Additionally, some of the immersive activities we have planned may be better suited for individuals within this age range. We aim to create an inclusive yet tailored experience that resonates with the diverse interests and cognitive capacities of our target audience.

Museum Details

What is the goal of this Museum

We aimed to create a museum that offers visitors an immersive experience, where art and reality blend seamlessly, challenging their perceptions and evoking a sense of unease

Where would this museum be located?

The museum will be located in the heart of an urban area so that we can attract people who are interested in art

What do we want the experience to be like?

We aim to take them on a journey that will leave them questioning what is real and what is not

 

 We want visitors to feel like they have stepped into a world where art and reality are intertwined and to leave with a sense of wonder and curiosity

Research

Our team compiled research on surrealism to gain a better understanding. We researched the history of surrealism as well as various museum interactive experiences. 

This research aided our team in understanding how to create an educational and interactive experience for users.

Image by Lennart Schneider

Probe Research

Our team conducted a probe to find more research on our user group. This probe was a paper document that included activities for a participant to interact with. The participants would then be asked questions regarding the emotions they felt during the probe activities. 

Users expressed unease and discomfort. Some participants had some quotes that our team found to be insightful.

  • "The video made me nauseous and disoriented."

  • "I feel a sense of curiosity and unease in my gut."

  • "A lot of strong emotions changing the mood."

Our Probe

This probe research helped our team notice that users feel unease with surrealism rather than positive emotions. 

Our team then decided to create touchpoints to cause unease in our users.

Touchpoints

Touchpoints are activities users can interact with (e.g. tablets, video games, mirrors).

1 / Learning About the Art

The goal of this touchpoint is to educate a user on surrealism

2 / Creating the Art

The goal of this touchpoint was to have the user participate in creating surrealistic art

3 / Becoming the Art

The goal of this touchpoint was to immerse the user in surrealism physically

Touchpoint One

For touchpoint one our users would interact with digital tablets where they can search the locations of famous surrealistic artists and find information on them and their art.

This would be an immersive learning environment for the user. 

A hologram of a person would give a presentation to the users to educate them on surrealism. 

Touchpoint Two

For touchpoint two users would experience surrealism for themselves and create a surrealistic art piece. 

The user would enter into a pod where they would sit and paint on a blank canvas.

The same hologram that gave them an educational presentation would guide them through creating a surrealistic art piece. 

p3_t2.png

Touchpoint Three

For touchpoint three users would interact with an augmented reality mirror that would analyze their body and turn them into a surrealistic being. 
p3_t3.png

Here is our final model...

Limitations

There were some limitations to our project that are listed below.

Late User Testing

We were able to conduct user testing, however, with the time permitted were not able to iterate on our user testing as much as we would have liked.

Physical Space Constraints

The physical scale of our model was constrained by the space limitations and budget of creating an immersive experience.

Time Limitations

We faced time constraints for designing and developing the surrealist museum experience.

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