The MUSE app was designed to make visits to the University of Sydney campus museum more exciting and memorable. At it’s core MUSE is an Augmented Reality (AR) experience which allows students to interact with, and complete challenges for historical figures, however there are other attractive features such as exhibition summaries and indoor navigation.
Role:User research, Prototyping, Usability Evaluation
Tools:Adobe Photoshop & Illustrator, Figma
Timeframe:Three weeks
Lack of engagement in the Chau Chak Wing Museum
Translating our thoughts into words can at times be a difficult task, couple this with the fact that our memory isn't always perfect and you can now imagine how difficult it can be to ask interviewees to describe an experience they probably haven't had for over a year. To address this, we utilized contextual mapping exercises, a method which uses images and feelings to prompt associative thinking about museum experiences and ignite old emotions!
  • 4 males, 4 females
  • Students
  • Ages 19-27
FINDINGS Recordings from our contextual mapping and interview sessions were noted down and organised into both positive and negative experiences:
  • Participants enjoyed stories told in novel ways
  • Interactive experiences were more memorable
  • Objectives & challenges improved satisfaction
  • Freedom of choice was highly valued
  • Sense of immersion increased engagement
  • Negative memories of being lost
  • Excessive text lost interest
  • Dislike of rigid experiences
Using these findings, we imagined two personas that would capture the type of students we were designing for.
Meet Jonathan and Charlenne!
With clear idea of our target, we began brainstorming sessions which resulted in three contenders which would need to battle it out on a decision matrix, weighing how well they addressed our personas needs and frustrations
Looks like the augmented reality concept wins!
The concept involved creating a mobile app that students could download and use to find their way around the museum and experience engaging augmented reality experiences. To establish the app's features and structure a flow chart was made
Once features and structure was finalised I began building a low-fidelity prototype for usability testing
Testing was carried out with 5 students, they were asked to carry out three different tasks: Read what activities were available for the Egyptian exhibition Start navigation to the Egyptian mummy display Complete the green scarab treasure hunt for the mummy Usability was measured by time to complete task and comments made by participants as they were prompted to think out loud about their experience
  • 4 males, 4 females
  • Students
  • Ages 19-27
Two rounds of testing were conducted before features, layout, and interactions were finalised. From here a high fidelity prototype was designed for development reference.