Canoe Land
OVERVIEW
An enhanced museum experience
How can a digital experience help the museum expose the many cultures of canoes, while also telling their stories and push the boundaries of this indoor/outdoor connection to enable new kinds of experiences for visitors to learn about the design and fabrication of canoes?
Client
Canadian Canoe musuem
Setting
Team of 4, consisting of UX
Time
5 Months
Role
UXD, UX Research
UX Writing
The Problem Space
How might we keep in mind, preservation and connection to create a new experience that isn’t new to the Canadian Canoe Museum?
People are in need of remote entertainment, education and socialization options that offer more than zoom calls can deliver.
My Role
My goal was to advocate for design research and process for this space; by pitching the findings and design UI alongside Jackson Howlett, Ryan Atkinson & Paul Dongho Lee.
Results
An enhanced digital experience for the Canadian Canoe Museum to have a larger outreach, and push the boundaries of this indoor/outdoor connection.
Tools:
The team familiarized the design brief to go through the initial ideation stages of the project. To start, each of us found one example of a precedent product, service or art installation that was relevant to the brief. We shared those precedent studies with each other and from there, began to come up with our own ideas for solutions to the brief.
01
RESEARCH
Drawing on our conversations with the Museum to uncover problems and design opportunities
We shared precedent studies with each other and from there, began to come up with our own ideas for solutions to the brief.
Keeping in mind, preservation and connection to create a new experience.
We developed a section of sticky notes on Miro, where we came up with as many ideas as possible until we landed on one using a dot voting system to further develop.
02
DEFINE
The team direction for this project going forward was based on digital interactivity with various physical landmark canoes installed throughout the city. We were initially inspired by the iconic red canoe that is located near the Gardiner Expressway in Toronto.
Augmented Reality
Proposal
The following graphics are foresight derived from the overall research to effectively communicate a persona and scenario to support the complete evaluation.
Ecosystem map was created to visualize Canoe Land's digital properties
Giving insights into how to leverage new and existing assets to achieve the museum's goals of reaching users through digital media.
03
PROTOTYPE
Building on the Museums' interviews and data, we developed prototypes to illustrate the augmented reality experience. This component emphasized teamwork and communication, forcing the team to clarify and verbalize their problems, thereby facilitating solutions.
Helping our users set up navigation
The Canoe Land app provides quick and easy direction to AR experiences while encouraging travel safe recommendations during the pandemic. As the pandemic permits individuals to safely travel to recreational parks, the application suggests the closest locations to find augmented reality artifacts that are placed in an inventory.
Our prototype consisted of storytelling the journey to bring the app in-line with the goals:
Preservation. Exposing many cultures of canoes daily to visitors
Connection. AR can connect the audiences and Indigenous people.
New experience. The theme park is perfect to push the boundaries of indoor/outdoor connections and enable new kinds of experiences for visitors
Finally, we developed an AR video for the stakeholders to understand the ideal Canoe Land experience
Key Takeaways
1. By providing an enhanced digital experience, it can be made possible to have a larger outreach. With a larger outreach, more Canadians and Indigenous people will have access to the museum.
2. By better understanding the groups that have existing connections with the museum (I.e First Nation, Metis and Inuit communities) we may properly honour their histories and stories when educating visitors