User Experience Research, Experience Design, and Evaluation Methods for Museum Mixed Reality Experience

Author:

Yi Ji Hyun1,Kim Hae Sun2

Affiliation:

1. Gwangju Institute of Science and Technology (GIST), Gwangju, South Korea

2. Korea Culture Technology Institute (GIST), Gwangju, South Korea

Abstract

Wearable Mixed Reality (MR) technology is a tool that gives people a new enhanced experience that they have not encountered before. This study shows the process of designing new museum experiences while considering how this technology changes previous museum experiences, what those experiences are, and what people should feel through these experiences. This process was systematically conducted according to the UX design process of analysis, synthesis, and evaluation. In the analysis step, six types of museum artifact viewing experiences were defined: knowing, restoring, exploring, expanded scale, encountering, and sharing experience through research and user surveys related to the museum experience. In addition, through research analysis related to MR technology, presence, flow, and natural interaction were defined as three essential factors that users should feel in the MR experience. In the synthesis stage, optimized wearable MR experiences were designed and implemented by applying the necessary experience types and essential factors according to the characteristics of each artifact. In the evaluation stage, user experience evaluations such as user experience tests for essential factors in the MR experience, User Experience Questionnaire (UEQ) tests for interaction products, and the Visual Aesthetics of Websites Inventory (VisAWI) test for visual experiences from various perspectives were conducted on the developed results. Through these evaluations, users gave positive scores to the design results based on the experience types and essential factors defined in this study. When applying new media technologies such as wearable MR technology, improved technology implementation is important, but an understanding of the applied field must first be obtained, and user analysis must first be thoroughly conducted. This study will be a guide to the systematic development process to be followed when applying wearable MR technology to other fields.

Funder

Ministry of Culture, Sports and Tourism

Korea Creative Content Agency (KOCCA) in the Culture Technology (CT) Research & Development Program 2021

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design,Computer Science Applications,Information Systems,Conservation

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