I'm a UX designer with a strong background in visual design, skilled in creating user-centred interfaces that balance aesthetics and functionality, enhancing user experiences across digital platforms. Passionate about design thinking and solving complex problems.
The aim of this research was to investigate how museum visitors’ learning experience and engagement can be improved by implementing augmented reality (AR) technology. To address this, the following questions have been answered:
RQ1. What are the user requirements for designing a satisfactory AR learning experience in museums using experiential learning theory?
RQ2. Analysing effectiveness of AR prototypes in enhancing museum visitors’ engagement and learning experience through interactive exhibits?
Semi-structured interviews were conducted with museum visitors to answer research question 1, which is to:
The qualitative data collected through the interviews were systematically analysed to identify insights which could be converted into design opportunities for developing the AR prototypes.
A priority matrix was designed across feasibility and user experience to identify design opportunities that fall into the high feasibility and user experience zone. This method was introduced to make informed decisions, such as what needs to be prioritised, which can be challenging.
This prototype was designed following spatial cognitive principle which projects information in the form of text and images to each other to reduce extraneous load.
This prototype was designed following modality effect principle which projects information in the form of audio and visuals, the human cognitive system utilises a multiple processing system to reduce cognitive extraneous load.
A within-group controlled study was conducted by recruiting 35 participants, where the number of participants were determined using G*Power tool. This study was conducted to analyse the effectiveness of the AR prototypes in enhancing museum visitors’ engagement and learning experience.
Wilcoxon Signed Rank test was utilised to analyse the quantitative data collected in the controlled study. The analysed data revealed a statistically significant increase in engagement and learning experience.
The Boxplot shows that the engagement and learning experience increases from the existing museum exhibits to Prototype A to Prototype B.