UCD & UX RESEARCH
This section shows two major projects I did in multimedia design and interaction design studies. Both studies emphasises principles of user-centred design, user experience and participatory design.
I completed Master of Design (Multimedia) in 2006 and Doctor of Design (Interaction design) in 2013 both from Swinburne University of Technology, Melbourne.
Below is a full design process involved:
I completed Master of Design (Multimedia) in 2006 and Doctor of Design (Interaction design) in 2013 both from Swinburne University of Technology, Melbourne.
Below is a full design process involved:
1) Master of Multimedia: Featured Project
Project title: Virtual Journey To Black Holes (2005)
I was selected to undertook a collaboration project with Swinburne University of Technology Astrophysics Faculty and Melbourne Museum.
The project called 'The Extension of Space' required the students to come out with a solution to enhance the experience of VROOM, a 3D stereoscopic visualisation at Melbourne Museum. Students must translate the complex and sophisticated scientific information about the space through an engaging and informative platform. With the purpose to educate the broad types of visitors, the information presented must be accurate and easy to understand. The design should focus on enhancing visitors' experiences while also encourages active participation.
A touch-screen prototype I designed before the existence of iPad or smart phone:
I created a working transparent interactive touch screen prototype as a solution to allow visitors to explore the complex information about the space. The interactive touch screen works as an additional component installed in front of the VROOM's cylindrical 3D screen. The interactive board was proposed to be transparent to allow visitors to look at the 3D screen simultaneously. Easy navigation was designed enabling the visitors to control the 3D content on the 3D stereoscopic visualisation screen. Visitors can also make a selection to which content they would like to view on the 3D display.
Documentation
I documented the research and process for this project. I produced a fully working prototype programmed using Macromedia Flash. I used Photoshop to create the interfaces and 3D Maya to create the embedded 3D objects and animations video. Logical user flows were applied to shape the information architecture (as shown in page 29 & 30). Click here to view details of project documentation.Click here to view details of project documentation.
I was selected to undertook a collaboration project with Swinburne University of Technology Astrophysics Faculty and Melbourne Museum.
The project called 'The Extension of Space' required the students to come out with a solution to enhance the experience of VROOM, a 3D stereoscopic visualisation at Melbourne Museum. Students must translate the complex and sophisticated scientific information about the space through an engaging and informative platform. With the purpose to educate the broad types of visitors, the information presented must be accurate and easy to understand. The design should focus on enhancing visitors' experiences while also encourages active participation.
A touch-screen prototype I designed before the existence of iPad or smart phone:
I created a working transparent interactive touch screen prototype as a solution to allow visitors to explore the complex information about the space. The interactive touch screen works as an additional component installed in front of the VROOM's cylindrical 3D screen. The interactive board was proposed to be transparent to allow visitors to look at the 3D screen simultaneously. Easy navigation was designed enabling the visitors to control the 3D content on the 3D stereoscopic visualisation screen. Visitors can also make a selection to which content they would like to view on the 3D display.
Documentation
I documented the research and process for this project. I produced a fully working prototype programmed using Macromedia Flash. I used Photoshop to create the interfaces and 3D Maya to create the embedded 3D objects and animations video. Logical user flows were applied to shape the information architecture (as shown in page 29 & 30). Click here to view details of project documentation.Click here to view details of project documentation.
2) Doctor of Design: Thesis and Project
I take pride of my hard work to complete the doctoral study. So here are all the hard work.
Research/Project Title: Understanding Exhibition Experience: A User-Centred Approach To Designing Engaging And Pleasurable Evaluation Tools For Digitally Responsive Museum (2013)
The question:
Following the success of both projects during Bachelor and Masters degrees; Time and Technology (2000) and Virtual Tour To Black Holes (2005), I continue to expand my interest in exploring the human interaction with computer (HCI). This time, the study critically focused on human experience.
The term UX was very young at that time. It was buried under User-centred design principles along with usability. How do we collect the data of human experience in highly immersive exhibition? Can UCD help designers to collect the experience based data? To answer this, I had to burry what experience means and how important experience in our interactions with designed artefact.
My doctoral thesis investigated issues regarding visitors and customers experience in museum focusing on the highly immersive digital exhibits. Besides the emerging interactive and immersive digital exhibitions promoted at many institutions around the world; museum professionals and other stakeholders are grappling to seek research methods that could teach them more about visitors.
Through hands-on and active visitor participation, the museum's visitor research and evaluation tool was given a new lift. The simple and pleasurable interface design suggests fun and innovative way to collect data on visitor experiences.
The experience gathering tool I designed was backed with an empirical study thesis empowered by User-Centred Design principles including User Experience Design, Emotional Design, Participatory Design, and Customer Experience Design. If you're interested, you can read the abstract below or full version of thesis.
The question:
Following the success of both projects during Bachelor and Masters degrees; Time and Technology (2000) and Virtual Tour To Black Holes (2005), I continue to expand my interest in exploring the human interaction with computer (HCI). This time, the study critically focused on human experience.
The term UX was very young at that time. It was buried under User-centred design principles along with usability. How do we collect the data of human experience in highly immersive exhibition? Can UCD help designers to collect the experience based data? To answer this, I had to burry what experience means and how important experience in our interactions with designed artefact.
My doctoral thesis investigated issues regarding visitors and customers experience in museum focusing on the highly immersive digital exhibits. Besides the emerging interactive and immersive digital exhibitions promoted at many institutions around the world; museum professionals and other stakeholders are grappling to seek research methods that could teach them more about visitors.
Through hands-on and active visitor participation, the museum's visitor research and evaluation tool was given a new lift. The simple and pleasurable interface design suggests fun and innovative way to collect data on visitor experiences.
The experience gathering tool I designed was backed with an empirical study thesis empowered by User-Centred Design principles including User Experience Design, Emotional Design, Participatory Design, and Customer Experience Design. If you're interested, you can read the abstract below or full version of thesis.
'My Exhibition Experience (EX2)' designs and processes:
Final Design: (2012)
Along with the thesis, I created a semi working prototype called My Exhibition Experience (EX2). EX2 is a tool for gathering visitor experience is based on the study of exhibition Ancient Hampi: The Hindu Kingdom Brought to Life.
About EX2
EX2 was created based on the cross disciplines empirical studies from human-computer interaction, visual design, museum, audience research, learning theory, business, and marketing.
The EX2 research investigated The Ancient Hampi exhibit created by new media artist Jeffry Shaw. The Ancient Hampi exhibit used advanced 3D projection on a large cylindrical screen and interactivity to provide a rich experience of the World Heritage archeological site of Vijayanagar in Hampi, southern India. At the exhibit’s centre is a motorised platform that rotates 360 degrees to allows participants to see and interact with the panoramic images of the temple complex and stunning, boulder-strewn landscape at Hampi. In Australia, the exhibition was held at the Melbourne Immigration Museum from 13 November 2008 to 26 January 2010.
Along with the thesis, I created a semi working prototype called My Exhibition Experience (EX2). EX2 is a tool for gathering visitor experience is based on the study of exhibition Ancient Hampi: The Hindu Kingdom Brought to Life.
About EX2
EX2 was created based on the cross disciplines empirical studies from human-computer interaction, visual design, museum, audience research, learning theory, business, and marketing.
The EX2 research investigated The Ancient Hampi exhibit created by new media artist Jeffry Shaw. The Ancient Hampi exhibit used advanced 3D projection on a large cylindrical screen and interactivity to provide a rich experience of the World Heritage archeological site of Vijayanagar in Hampi, southern India. At the exhibit’s centre is a motorised platform that rotates 360 degrees to allows participants to see and interact with the panoramic images of the temple complex and stunning, boulder-strewn landscape at Hampi. In Australia, the exhibition was held at the Melbourne Immigration Museum from 13 November 2008 to 26 January 2010.
Design challenge:
The reason to refer to The Ancient Hampi exhibit are twofold:
Design recommendation:
My Exhibition Experience (EX2) project and research took place from 2007-2012. There were five designs created prior the current final design. The recent EX2 design brings in a concept that is non-complex, emphatic and fun to use while at the same time encourages immediate feedback from the visitor.
Below are the final design documenting processes and iterations made between 2012-2013. The design process includes field study, structuring the information architecture, designing interfaces and measuring usability through a paper and digital prototypes.
The reason to refer to The Ancient Hampi exhibit are twofold:
- The exhibit underwent such a conventional visitor survey although it exemplifies the type of semi-immersive, digitally-responsive exhibition staged by current museum trend.
- The findings from the surveys provided insight into visitors’ experience in the exhibition, but also revealed the limitations to this form of evaluation. Notably, the participants were not privy to other’s responses and were not able to reflect on their input. The survey also took place after the exhibition visit, exploring experiences in the past rather than current.
Design recommendation:
My Exhibition Experience (EX2) project and research took place from 2007-2012. There were five designs created prior the current final design. The recent EX2 design brings in a concept that is non-complex, emphatic and fun to use while at the same time encourages immediate feedback from the visitor.
Below are the final design documenting processes and iterations made between 2012-2013. The design process includes field study, structuring the information architecture, designing interfaces and measuring usability through a paper and digital prototypes.
My Exhibition Experience
Design Process: Phase 1 (2008)
The EX2's research and design processes have had a long journey. I have recorded all stages of design processes and iterations. There are 4 types of design approaches that took place from 2008-2011 focusing on enhancing the experience of museum visitor (museum survey's respondent), fun to use and innovative. Detail about the research can be found in design chapter in my thesis.
Design Process: Phase 1 (2008)
The EX2's research and design processes have had a long journey. I have recorded all stages of design processes and iterations. There are 4 types of design approaches that took place from 2008-2011 focusing on enhancing the experience of museum visitor (museum survey's respondent), fun to use and innovative. Detail about the research can be found in design chapter in my thesis.
Design Process: Phase 2, 3 and 4 (2010-2011)
My Exhibition Experience (EX2)
Design Process: Phase 3 (2010)
Design Process: Phase 3 (2010)
My Exhibition Experience (EX2)
Design Process: Phase 4 (2011-2012)
Design Process: Phase 4 (2011-2012)
How museum staffs see the feedback data
The social website for EX2