Entangled

A participatory, immersive experience at the Carnegie Museum that focuses on the impact of the anthropocene on our natural systems. 

SCOPE

Carnegie Mellon University

Interaction Design Studio

6 Weeks, 2021

TEAM

Laura Perdosa

Lokesh Fulfagar

Shih-Hsueh Wang

Devika Pillai

THE BRIEF

Help the Carnegie museum of natural history transition into an interactive space that promotes engagement, and inspires visitors of all ages to become passionate about science, nature, and world cultures. 

ROLE

Concept & Ideation

Prototyping

UX/UI Design

SOFTWARE

Figma

Voiceflow 

Premiere Pro

Aftereffects

QUESTIONS

What defines a museum beyond a building and a collection? 

What should we consider when we're designing for a public space with diverse user groups?

How do we ensure engagement and learning as part of our experience?

PROBLEM STATEMENT

How might we design an interactive learning experience that helps the museum transform its passive spectators into active participants?

THE SOLUTION

3 core connected experiences across the museum - an introduction, an immersive activity, and a pledge, come together across the museum space to teach visitors about human impact on the plant kingdom.

Frame 20 (1).png

1.

Discover and Learn

1.

DISCOVER AND LEARN

Identify and learn about plants anywhere in the museum with details on the major threats they face from human impact.

Realtime information browsing with augmented reality tags

2.

2.

Interact & Understand

3.

Pledge & Reflect

INTERACT & UNDERSTAND

I. Posture detection using PoseNet

II. Object detection using machine learning

III. Feedback on custom-built installation tree

I. Plant perfect screen

Serves as an interactive entry point to the dioramas and helps you learn more about the plants in the 'hall of botany'.

Frame 8.png

Building the screen

Screenshot 2021-12-27 at 4.36.23 PM.png

Understanding Scroobly

IMG_2791.HEIC

Moving to PoseNet for identity

Success

Demo Day

II. The immersive activity

The dioramas come alive with extended projection mappings. Each topography has a related game with a lesson in human impact.

Object detection using machine learning

Frame 7.png

Projection as extended diorama topography

Projection triggered by user cue on app

Collect plastic to complete game

Making and Setting up the Projections

IMG_5901.png

2 projectors, sunboards, and some DIY holders

Image from iOS (1) 1.png

Testing floor projections

IMG_5921.png

Demo ready

III. The feedback installation

The installation anchors the exhibit together at the center of the botany hall. Each completed activity adds a leaf to the projection and the visitors come together to keep the tree alive.

Building the tree

IMG_2718.HEIC

Peer testing ideas

Early prototypes

IMG_3063.HEIC

Customising LED run time

IMG_3240.HEIC

Putting it together

3.

Pledge and reflect

Closing the experience with visitor reflection. The users can interact with the pledge wall directly as a separate experience or leave a pledge at the end of each activity.

Social interaction through a tangible interface

Tactile interface using conductive tape

Frame 10.png

Built using themed illustration cutouts, copper tape, a speaker, voice recordings, and a touch board to trigger sound. 

IMG_3257.HEIC
IMG_3264.HEIC

Bare conductive touch board

Recording and adding audio

Screenshot 2021-12-29 at 11.58.07 AM.png
2E1ED1B8-F4C3-4EC0-BC63-D50FD84A9CA9.JPG

Themed illustrations

Testing

LOOKING BACK AND WRAPPING UP THE 4 WEEKS

Field visit

We began this project with comprehensive field research to look into user behavior and patterns of existing interaction at the museum.

IMG_2785.HEIC
Frame 29.png
IMG_2419.HEIC

Ideation and journey mapping

This was followed by storyboarding and activity mapping to think of space-appropriate interactions for our target audience. These were built in as part of the overall user journey.

Screenshot 2021-12-05 at 4.55 1.png
IMG_2713.png
IMG_2470.HEIC

Building and testing

The most extensive part of this project was the physical and digital tools we built. This was my first time working with interactive technologies and iterative design making. The most exciting part was working with tactile interfaces and basic Arduino.

IMG_5911 (1).png
Screenshot 2021-12-29 at 1.26.31 PM.png
FURTHER CONSIDERATIONS AND REFLECTIONS
IMG_3062.webp

Device-free experience?

To ensure maximum engagement across age groups, our team felt like we would’ve benefitted from having these activities accessible from built-in tangible devices in the physical space itself, removing the need for any device.

Working with immersive tech.

Could we have made it multi-person?

By encouraging visitors to take roles and complete an activity together, the exhibit could've encouraged play among people visiting in groups such as friends and families.

Working with physical prototypes was a new experience for me. To understand the basics of implementing Augmented Reality, Tangible interfaces and Projections was a critical takeaway. 

Scroll to Top