SPATIAL CANVAS

SPATIAL CANVAS

SPATIAL CANVAS

SPATIAL CANVAS

SPATIAL CANVAS

Spatial-Canvas_Cover
Spatial Canvas is an Augmented Reality App that provides comprehensive and enriched information and communication by overlaying the virtual world with the physical. What makes Spatial Canvas unique is persistence, which allows users to return to the same space (or room) with any AR-enabled mobile device to explore and engage content placed previously or to leave their own content for other users to see.
Working with the Spatial Canvas founders, we established an approach to information conveyance in space and discover opportunities for AR. Through a series of design explorations and iterations, we created a product experience that focused on spatial progressive disclosure, clear onboarding/feedback, and fostering a customized learning experience.
Spatial Canvas is an Augmented Reality App that provides comprehensive and enriched information and communication by overlaying the virtual world with the physical. What makes Spatial Canvas unique is persistence, which allows users to return to the same space (or room) with any AR-enabled mobile device to explore and engage content placed previously or to leave their own content for other users to see.
Working with the Spatial Canvas founders, we established an approach to information conveyance in space and discover opportunities for AR. Through a series of design explorations and iterations, we created a product experience that focused on spatial progressive disclosure, clear onboarding/feedback, and fostering a customized learning experience.
Spatial Canvas is an Augmented Reality App that provides comprehensive and enriched information and communication by overlaying the virtual world with the physical. What makes Spatial Canvas unique is persistence, which allows users to return to the same space (or room) with any AR-enabled mobile device to explore and engage content placed previously or to leave their own content for other users to see.
Working with the Spatial Canvas founders, we established an approach to information conveyance in space and discover opportunities for AR. Through a series of design explorations and iterations, we created a product experience that focused on spatial progressive disclosure, clear onboarding/feedback, and fostering a customized learning experience.
Spatial Canvas is an Augmented Reality App that provides comprehensive and enriched information and communication by overlaying the virtual world with the physical. What makes Spatial Canvas unique is persistence, which allows users to return to the same space (or room) with any AR-enabled mobile device to explore and engage content placed previously or to leave their own content for other users to see.
Working with the Spatial Canvas founders, we established an approach to information conveyance in space and discover opportunities for AR. Through a series of design explorations and iterations, we created a product experience that focused on spatial progressive disclosure, clear onboarding/feedback, and fostering a customized learning experience.
Spatial Canvas is an Augmented Reality App that provides comprehensive and enriched information and communication by overlaying the virtual world with the physical. What makes Spatial Canvas unique is persistence, which allows users to return to the same space (or room) with any AR-enabled mobile device to explore and engage content placed previously or to leave their own content for other users to see.
Working with the Spatial Canvas founders, we established an approach to information conveyance in space and discover opportunities for AR. Through a series of design explorations and iterations, we created a product experience that focused on spatial progressive disclosure, clear onboarding/feedback, and fostering a customized learning experience.

TYPE: User Testing/Interviews | Journey Mapping | UX Design | Mobile Interface Design

TYPE: User Testing/Interviews | Journey Mapping | UX Design | Mobile Interface Design

TYPE: User Testing/Interviews | Journey Mapping | UX Design | Mobile Interface Design

TYPE: User Testing/Interviews | Journey Mapping | UX Design | Mobile Interface Design

USER TESTING | JOURNEY MAPPING | UX DESIGN | MOBILE INTEFACE DESIGN

UNDERSTANDING THE MUSEUM SPACE

UNDERSTANDING THE MUSEUM SPACE

UNDERSTANDING THE MUSEUM SPACE

UNDERSTANDING THE MUSEUM SPACE

UNDERSTANDING THE MUSEUM SPACE

Museums, while they contain a wealth of information, have struggled with ways to convey that information without crowding up physical space. The information has been structured and curated to the pieces in the exhibit, preventing users from learning based on their individual mental models.

Through research, we aimed to uncover the gaps in visitor experience and propose some solutions that both serve these needs and integrates seamlessly into what's existing. We conducted 15 interviews with museum personnel, gallery employees, and visitors.  

Museums, while they contain a wealth of information, have struggled with ways to convey that information without crowding up physical space. The information has been structured and curated to the pieces in the exhibit, preventing users from learning based on their individual mental models.

Through research, we aimed to uncover the gaps in visitor experience and propose some solutions that both serve these needs and integrates seamlessly into what's existing. We conducted 15 interviews with museum personnel, gallery employees, and visitors.  

Museums, while they contain a wealth of information, have struggled with ways to convey that information without crowding up physical space. The information has been structured and curated to the pieces in the exhibit, preventing users from learning based on their individual mental models.

Through research, we aimed to uncover the gaps in visitor experience and propose some solutions that both serve these needs and integrates seamlessly into what's existing. We conducted 15 interviews with museum personnel, gallery employees, and visitors.  

Museums, while they contain a wealth of information, have struggled with ways to convey that information without crowding up physical space. The information has been structured and curated to the pieces in the exhibit, preventing users from learning based on their individual mental models.

Through research, we aimed to uncover the gaps in visitor experience and propose some solutions that both serve these needs and integrates seamlessly into what's existing. We conducted 15 interviews with museum personnel, gallery employees, and visitors.  

Museums, while they contain a wealth of information, have struggled with ways to convey that information without crowding up physical space. The information has been structured and curated to the pieces in the exhibit, preventing users from learning based on their individual mental models.

Through research, we aimed to uncover the gaps in visitor experience and propose some solutions that both serve these needs and integrates seamlessly into what's existing. We conducted 15 interviews with museum personnel, gallery employees, and visitors.  

SC-Portfolio-ARFactors1

DEFINING THE AR & ART EXPERIENCE

DEFINING THE AR & ART EXPERIENCE

DEFINING THE AR & ART EXPERIENCE

DEFINING THE AR & ART EXPERIENCE

DEFINING THE AR & ART EXPERIENCE

After the interviews, we ran our collected data through different research synthesis exercises to understand the needs and motivations of both space and behavior. 

After the interviews, we ran our collected data through different research synthesis exercises to understand the needs and motivations of both space and behavior. 

After the interviews, we ran our collected data through different research synthesis exercises to understand the needs and motivations of both space and behavior. 

After the interviews, we ran our collected data through different research synthesis exercises to understand the needs and motivations of both space and behavior. 

After the interviews, we ran our collected data through different research synthesis exercises to understand the needs and motivations of both space and behavior. 

SPATIAL-CANVAS_postits-journeyA
UNDERSTANDING BEHAVIORS
during the museum experience/journey
UNDERSTANDING BEHAVIORS
during the museum experience/ journey
UNDERSTANDING BEHAVIORS
during the museum experience/journey
SPATIAL-CANVAS_postits-affinitymapA
EXPLORING
forms of presence in space
EXPLORING
forms of presence in space

We discovered two main challenges that we wanted to make sure we solved within our product:

We discovered two main challenges that we wanted to make sure we solved within our product:

We discovered two main challenges that we wanted to make sure we solved within our product:

We discovered two main challenges that we wanted to make sure we solved within our product:

1. Lack of direct access to the information within exhibits
2. Low level of interaction within the space

1. Lack of direct access to the information within exhibits
2. Low level of interaction within the space

1. Lack of direct access to the information within exhibits
2. Low level of interaction within the space

In order to determine the opportunities and best fit for AR, we established a task flow that anticipated the user's journey before, during, and after the museum experience. This also helped us understand the overall connections between museums and the rest of the art space ecosystem.

In order to determine the opportunities and best fit for AR, we established a task flow that anticipated the user's journey before, during, and after the museum experience. This also helped us understand the overall connections between museums and the rest of the art space ecosystem.

In order to determine the opportunities and best fit for AR, we established a task flow that anticipated the user's journey before, during, and after the museum experience. This also helped us understand the overall connections between museums and the rest of the art space ecosystem.

journey-diagram-v2

From our research, we aimed to design a product that took these main questions into consideration:

From our research, we aimed to design a product that took these main questions into consideration:

From our research, we aimed to design a product that took these main questions into consideration:

SC-Portfolio-Goals1

SPATIAL PROGRESSIVE DISCLOSURE

SPATIAL PROGRESSIVE DISCLOSURE

SPATIAL PROGRESSIVE DISCLOSURE

SPATIAL PROGRESSIVE DISCLOSURE

SPATIAL PROGRESSIVE DISCLOSURE

We conceived the minimal viable product as a framework that provides layers of content (museum guide, exhibit guide, multimedia) revealed through spatial proximities and user discretion. This spatial progressive disclosure approach allows for more information within a space without overwhelming the user.

We conceived the minimal viable product as a framework that provides layers of content (museum guide, exhibit guide, multimedia) revealed through spatial proximities and user discretion. This spatial progressive disclosure approach allows for more information within a space without overwhelming the user.

We conceived the minimal viable product as a framework that provides layers of content (museum guide, exhibit guide, multimedia) revealed through spatial proximities and user discretion. This spatial progressive disclosure approach allows for more information within a space without overwhelming the user.

MCD-for-iso-v2

This established how to implement each type of information and how users would interact with the digital content.

This established how to implement each type of information and how users would interact with the digital content.

This established how to implement each type of information and how users would interact with the digital content.

SC-Portfolio-Features1A
SC-Portfolio-Features1b
exhibit-diagramA
CREATE ROOM & SCAN SPACE
CREATE ROOM & SCAN SPACE
CREATE ROOM & SCAN SPACE
CREATE ROOM & SCAN SPACE
CREATE ROOM & SCAN SPACE

During our interviews, we discovered that users did not fully understand what Augmented Reality was or how to engage it. We included a good amount of onboarding and feedback in our designs to ensure that users would not get lost or feel intimidated when first using the app. 

During our interviews, we discovered that users did not fully understand what Augmented Reality was or how to engage it. We included a good amount of onboarding and feedback in our designs to ensure that users would not get lost or feel intimidated when first using the app. 

During our interviews, we discovered that users did not fully understand what Augmented Reality was or how to engage it. We included a good amount of onboarding and feedback in our designs to ensure that users would not get lost or feel intimidated when first using the app. 

Spatial-Canvas_Room-Set-Up
ADD VIDEO, AUDIO, & TEXT CONTENT
ADD VIDEO, AUDIO, & TEXT CONTENT
ADD VIDEO, AUDIO, & TEXT CONTENT
ADD VIDEO, AUDIO, & TEXT CONTENT
ADD VIDEO, AUDIO, & TEXT CONTENT

We wanted to make the content easily customizable so we opted for a design similar to a notes app. Users could combine text, images, videos, and links in any way they needed to convey the information. 

Admins (users adding content) could set viewing proximity of each content badge by scaling it on their screen. The size of the badge and the distance from the object would determine how far away a visitor (user viewing content) could see the badge before it became less noticeable within the camera view. Admins also have the ability to rotate and move the badge depending on how they wanted it seen within the space.

We wanted to make the content easily customizable so we opted for a design similar to a notes app. Users could combine text, images, videos, and links in any way they needed to convey the information. 

Admins (users adding content) could set viewing proximity of each content badge by scaling it on their screen. The size of the badge and the distance from the object would determine how far away a visitor (user viewing content) could see the badge before it became less noticeable within the camera view. Admins also have the ability to rotate and move the badge depending on how they wanted it seen within the space.

We wanted to make the content easily customizable so we opted for a design similar to a notes app. Users could combine text, images, videos, and links in any way they needed to convey the information. 

Admins (users adding content) could set viewing proximity of each content badge by scaling it on their screen. The size of the badge and the distance from the object would determine how far away a visitor (user viewing content) could see the badge before it became less noticeable within the camera view. Admins also have the ability to rotate and move the badge depending on how they wanted it seen within the space.

Spatial-Canvas_Add-Content
NAVIGATE SPACE & VIEW CONTENT
NAVIGATE SPACE & VIEW CONTENT
NAVIGATE SPACE & VIEW CONTENT
NAVIGATE SPACE & VIEW CONTENT
NAVIGATE SPACE & VIEW CONTENT

For visitors, we included an app introduction to help users understand the capabilities of the app. Within each room, there are helpful tips to orient users to space and indicate to users how each of the features work. Because of the persistence ability within Spatial Canvas' SDK, users can see what rooms have been created around them. We created a menu that shows the users these rooms and gives them access to the content inside.

Inside each room, we utilized spatial progressive disclosure to help users find content without becoming overwhelmed. Within certain proximity, the badge becomes larger and more noticeable on the screen. Users can select badges to further read the information in a slide-up window. By allowing users to read more of the content with each step, the content and overall learning experience can be customized to the user's mental model. Users can more efficiently ascertain if the content is what they are interested in.   

For visitors, we included an app introduction to help users understand the capabilities of the app. Within each room, there are helpful tips to orient users to space and indicate to users how each of the features work. Because of the persistence ability within Spatial Canvas' SDK, users can see what rooms have been created around them. We created a menu that shows the users these rooms and gives them access to the content inside.

Inside each room, we utilized spatial progressive disclosure to help users find content without becoming overwhelmed. Within certain proximity, the badge becomes larger and more noticeable on the screen. Users can select badges to further read the information in a slide-up window. By allowing users to read more of the content with each step, the content and overall learning experience can be customized to the user's mental model. Users can more efficiently ascertain if the content is what they are interested in.   

For visitors, we included an app introduction to help users understand the capabilities of the app. Within each room, there are helpful tips to orient users to space and indicate to users how each of the features work. Because of the persistence ability within Spatial Canvas' SDK, users can see what rooms have been created around them. We created a menu that shows the users these rooms and gives them access to the content inside.

Inside each room, we utilized spatial progressive disclosure to help users find content without becoming overwhelmed. Within certain proximity, the badge becomes larger and more noticeable on the screen. Users can select badges to further read the information in a slide-up window. By allowing users to read more of the content with each step, the content and overall learning experience can be customized to the user's mental model. Users can more efficiently ascertain if the content is what they are interested in.

Spatial-Canvas_Visitor
LEAVING YOUR MARK ON SPACE
LEAVING YOUR MARK ON SPACE
LEAVING YOUR MARK ON SPACE
LEAVING YOUR MARK ON SPACE
LEAVING YOUR MARK ON SPACE

To encourage visitor engagement, we conceived of a Minecraft-like feature called Craft Mode. Visitors can capture a part of the museum that interests them and create a cube that can be added to a designated space in the exhibit. They can also view and adjust cubes within the space that have already been made. 

In this way, visitors can leave their mark in space and engage the community of other visitors. As the cubes are added and altered, the visitor-made installation evolves and develops past the original contribution. This encourages users to revisit the space to see how the piece has changed. 

To encourage visitor engagement, we conceived of a Minecraft-like feature called Craft Mode. Visitors can capture a part of the museum that interests them and create a cube that can be added to a designated space in the exhibit. They can also view and adjust cubes within the space that have already been made. 

In this way, visitors can leave their mark in space and engage the community of other visitors. As the cubes are added and altered, the visitor-made installation evolves and develops past the original contribution. This encourages users to revisit the space to see how the piece has changed. 

To encourage visitor engagement, we conceived of a Minecraft-like feature called Craft Mode. Visitors can capture a part of the museum that interests them and create a cube that can be added to a designated space in the exhibit. They can also view and adjust cubes within the space that have already been made. 

In this way, visitors can leave their mark in space and engage the community of other visitors. As the cubes are added and altered, the visitor-made installation evolves and develops past the original contribution. This encourages users to revisit the space to see how the piece has changed. 

Spatial-Canvas_Creator-Mode

Get In Touch

Phone: (415) 516 - 4944
Email: samantha.l.park@gmail.com

©2021 Samantha Park