22: Prototype III Plan

Prototype Roadmap

  1. Areas (attributes, features, part of the experience) that you have explored that need refinement.
    • Will people willing to talk to strangers? What will be the value in it?
    • What will start a conversation?
  2. Areas (attributes, features, part of the experience) that you have not yet explored

    • Voice UI

    • Chan ge in interaction(conversation) when the number of people gathered change: 2 people interaction, 5 people interaction, 10 people interaction, etc.

  3. Prioritize these areas. Which are most important? Which parts can be left out?
    • Starting conversation 
    • Service/product journey
  4. Methods: what is the appropriate method for each priority area - prototyping? research gathering? brainstorming?
    • Starting conversation: prototyping
    • Service/product journey: prototyping 

 

 

  • Prototype Plan

  1. Description of concept (try to reduce to a one-line summary with a one-paragraph description)
    • It is a service provided by a museum for the Millennial audiences to have a deep dive learning experience by first reading thought-provoking questions and second having a conversation about specific artworks with friends, other visitors, and museum guides or curators.
  2. Sketches or other illustrations
    • COMING SOON
  3. A timeline for getting to each individual Prototype stage:
    • POC (Proof Of Concept): Feb 27
    • LLFL (Looks-Like Feels-Like): Mar 20
    • LLAL (Looks-Like Acts-Like): Apr 17
  4. Weekly goals for research and making
    • Define users and user journey & test a quick prototype: Feb 20
    • Proof Of Concept: Feb 27
    • Test user journey & prototype work in progress: Mar 13
    • Looks-Like Feels-Like: Mar 20
    • If I would present this to a museum document: Mar 27
    • Work on contents & building (if requires coding): Apr 3
    • User test & fix bug (if needed): Apr 10
    • Looks-Like Acts-Like: Apr 17
    • Last tweaks (if needed): Apr 24

21: Thesis Concept Statement / Value Proposition

Summary of the product 

"MY PRODUCT NAME" [general category]

FOR (target audience) WHO ARE/WANTS (need), [PRODUCT NAME] IS A (specific market category) THAT (key benefit). UNLIKE (competition), [PRODUCT NAME] IS (unique differentiator)

 

New Value Proposition 

FOR Millennials WHO want dynamic learning experience, “BUBBLE TALK" IS A short talk session THAT provides a chance to learn about personal opinions of others. UNLIKE existing museum services such as an audio guide, guided tour, and educational class, BUBBLE TALKS is a casual, short, dynamic conversational sessions.

“BUBBLE TALKS” [meet up]

v1: FOR Millennials WHO need to learn contexts behind artworks in art museums, “BUBBLE TALKS" IS A small group discussion sessions THAT is special interest-based. UNLIKE museum docent tours, BUBBLE TALKS is a short discussion session that is happening for one selected artwork that the viewer is interested to hear and talk about.

v2: FOR Millennials WHO need a break from all the tech devices, “BUBBLE TALK" IS A short talk session THAT gives an option to interact with people. UNLIKE museum audio guides, BUBBLE TALKS is community-driven.

v3: FOR Millennials WHO need convenience, “BUBBLE TALK" IS A short talk session THAT it gives a chance to talk to art enthusiasts. UNLIKE other museum talks, BUBBLE TALKS is casual, short, and dynamic.


Idea: 

it is a series circular stickers (approximately 3-4) placed in front of selected pieces of artworks in gallery space. Two different stickers will be placed on the floor: 2-3 stickers are thought-provoking stickers which ask questions or give keywords that relate back to the artwork. Second is a bubble where it says this is a spot where you can have a discussion about the art piece for 5-10 minutes with people at a certain time period. 


Product Lifecycle:

  • Discovery > Reading > thinking > meeting > discussion > learning
  • Weakest phase - thinking
  • Unnecessary Phase - …

20: Thesis Decision Making Criteria

User Need

  1. Interesting & attractive contents that are worth spending time to learn about
  2. Short read
  3. Customizable contents
  4. Experience based, Active learning
  5. Easy opt-in and opt-out

Personal Need

  1. Quick and easy entry to the process
  2. Not distraction from the current gallery setting
  3. Designing a "smart" technology
  4. Friendly tone, "Art is for everyone"
  5. Informational and conversational

19: Prototype III

Journey

Product

Floor Sticker in front of selected artworks.

 
iPhone 7 Copy.jpg

Website explaininghashtags(#) and more descriptions about the artist and the piece.


Feedback & Questions

  • How to test in context?
  • Like the idea of physical CTA on the floor
  • Do you want visitors to see artwork first or see instructions first? (KML)
  • In terms of Eric's feedback, I was wondering is there another way to give a prompt because someone doesn't want to be bothered by any instructions.  (KML)
  • How can you get millennials excited to use this feature? (RW)
  • What about AR or Snapchat integration? (RW)
  • Do they go on the site separately or do they get a message on Instagram? (RW)
  • How do you know their preferred method? (RW)
  • Could the app be more visual? less text heavy? (RD)
  • How can you make the floor thing more engaging? (RD)
  • What if I don't use the tags? What if I'm not used to using tags? (RD)
  • What's my incentive to post? or even download the app? Is it an app? It wasn't clear for me.
  • I like the floor sticker! Go bold with more.
  • I might refine your tags on text & clarify. Is the goal reading descriptions or engaging with pieces & art movements? 
  • How would people who are unfamiliar with tags engage? Reference: how would you improve on Google's art experience website?
  • Are you going to have the floor sticker for the selected special drawing or for all? (ESL)
  • The written context is a bit overwhelming. (DA)
  • Like the journey part of the experiences (floor, wall, etc) (A)
  • What I like: The floor piece definitely creates intrigue. (SS)
  • Suggestion: I'm not sure it will encourage someone to interact digitally. (SS)
  • Is text the only way? (SS)
  • Can the floor be the screen? (SS)
  • Using floor is great! Being immediately directed to phone is not great
  • Like: it allows for a seemingly new way to discover information on art.
  • Dislike: does it allow for interactivity between another user?
  • Dislike: It's asking a lot of the users: download app, remember hashtag, read (KK)
  • Like: integration with physical space. (KK)
  • Not clear to me what hashtags are trying to communicate or how to use them.
  • Call to action is not clear on floor sticker.

Thoughts

  • Clarify how the journey starts and ends. Consolidate on learning experience.
  • Think of the use of physical object and space and how to transition it to digital. Does the journey have to end digitally?