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Incom ist die Kommunikations-Plattform der Fachhochschule Potsdam mehr erfahren

Tree of Life Redesign

In this course, we had the opportunity to collaborate with the „Museum für Naturkunde“ in Berlin. With the aim of applying methods for a more inclusive design practice, we were asked to develop prototype proposals for specific objects at the Museum.

Objects to Redesign:

Tree of life interactive board Tristan Biodiversity Wall Co-Working Space Museum App

We noticed that there was a lot of potential redesigning the „the tree of life interactive board“, since it seemed to not be in the best shape. The image was very blurry and the information wasn't clearly shown. Another aspect to re-think was the big amount of information shown in the visualization, making the experience too overwhelming and with a low learning factor.

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Leap Motion and Unity

New technologies are increasingly used in museums and galleries to enrich the experience of the visitor. We decided to use this gestural sensor to try out its limits in terms of inclusivity. Although Leap Motion is not especially an inclusive device (in physical terms) it supposed a challenge to adapt its functionality inclusively. This in combination with the software Unity allowed us to create an interactive environment in which the visitor can discover information differently.

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The Visualisation

To simplify the actual visualization from the tree of life we deiced to pick 5 representative lifeforms of the tree of life.

Frog/ Animal Human/ Animal M.Jannaschii/ Archea Potato/ Plant E.Coli/ Bacteria

In this case, the visualization turns into a game, in which the user can compare genetically two different types of life forms. After picking up two life forms with a grab gesture, additional information and a percental comparison graphic will be shown.

Cause of the nature of the interaction, and besides a physical disability, we focused inclusivity in terms of convey information clearly, showing complex information with easy and recognizable examples. Together with playful interactions, we expected to lead to a big range of ages from small to elderly museum visitors. Nevertheless, we considered also users with physical and mental disabilities and tried to adapt the concept to them so much as possible.

PROTOTYPE 1

Since this was our first project working with Leap Motion. It was necessary to try out its possibilities regarding the use together with the software Unity. Thus, in the first prototype, we focused mainly on the interaction concerning grasping objects in the virtual space.

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Brainstorming

After trying out the potentialities of these technologies, we could realise what was possible and what wasn't. After these findings we faced up significant questions again:
Which target group do we have?
How much information we would like to convey?
Which problems could appear?
Based on these questions we sketched a click-dummy to simulate the workflow of the user.

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PROTOTYPE 2

For the second prototype, we had the chance to try out the interaction with real users at the co-working space at the Museum für Naturkunde. We created 3D models of 5 representative life forms and attached them inside of glass-looking spheres, this last would make the interaction of grasping easier than with cubes. The user was able to collide the two objects in the virtual space, after that, a percental graphic will pop up showing how much genes these life forms had in common.

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Results MfN

After the test with the prototype two we came up with the following insights:

  • Need of screen limits around the 3d objects, so than the objects don't get off the visual space
  • Better lighting and contrast
  • Adapting controls
  • Better arrangement of objects
  • Improve movement of the Z-axis, allowing a much natural grasping interaction

PROTOTYPE 3

For our third prototype, we implemented the observations gained in the workshop at the Museum für Naturkunde. In this opportunity, we tested our prototype at TUECHTIG, an inclusive co-working space for persons with disabilities like low vision, mobility impairments, and slow learners. Having in count the last experience at the MfN, where we could try our concept with a wide range of ages, in this time we took valuable results experimenting together with disabled users implementing the interface to make it a so much inclusive as possible.

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Results Tuechtig

Certainly, we could recognize that Leap motion is not the most suitable interactive tool when it comes to inclusivity. We realized that for this matter we would need to design different versions of our concept in order to adapt it to specific user groups and guarantee a wider benefit.
Nevertheless, despite the chosen technology, we had positive feedback from our testers, since we could enrich further the experience in comparison with the results in the MfN. In addition, we were advised to add more information about the life forms, like adding the names in latin or increase the contrast for visual disabled users.

PROTOTYPE 4

In the fourth iteration, we improved the UI-Elements, typography and post-processing graphics. Besides this addition, we focused on upgrading the information about the life forms and so the user experience.

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In this prototype, the pop-up action is integrated with a zoom of the two selected life forms, showing also the related information. To enrich the game environment, we added a back button, this last allowed the user to go back to the main screen, allowing him an entire and comprehensive game experience.

PROTOTYPE 5

In the last and final prototype we added small changes. We changed the position of the back button from the upper corner to the upper center of the screen.

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OUTLOOK

There is a lot of work to do to make of our prototype a final product, one of our goals is a better game guidance, so then the user can interact naturally with the gestural sensor. For this matter, it would be useful to integrate a small tutorial before the game starts.

To make our project more inclusive, we would evaluate to allow the user to choose between different variables of the game, simplifying the interaction and allowing especially physically disabled users also to make a profit of the game experience. An audio description linked with the game would be useful as well for deaf users.

Generally speaking, we would like to enhance our prototype esthetically, like upgrading the 3D forms and smoother transitions between the actions.
On the information level, we evaluate also the option of adding more complexity to the game, integrating different life forms to enrich the experience.
Generally we could enhance our prototype optically, like upgrade the 3D-modules or the back-button.
The transitions between the levels could get smoother as well.
The possibility for more complexity through more informations or life forms is also existing.

Fachgruppe

Interfacedesign

Art des Projekts

Keine Angabe

Betreuung

foto: Nicole Schimkus

Entstehungszeitraum

Wintersemester 2019 / 2020