Physical Space Prototype

Learn about physical and technical implications of designing in 3D space

Summary

During the Fall semester of 2017, we as Purdue UX students were tasked with designing a museum exhibit of our choice, incorporating technology touchpoints throughout. I worked with three others, working out our exhibit from the ground up, from the focus and learning outcomes to the foot traffic. Our chosen theme was Prohibition-Era organized crime.

Goal

Learn about physical and technical implications of designing an experience in a 3D space.

Process

We started by educating ourselves on the event itself, so as to know what specific points of focus it offered to an educational context. We perused Wikipedia to start, but soon found a few specialized sites that told more detailed versions of the same story. We also researched different but similar events and especially similar experiences to that which we would be designing: other exhibits, escape rooms, and themed "murder mystery" dinners. We then looked up various innovative and new museums and exhibits, to see what kind of new technology is being used to convey information and wow guests.

We decided on an audio-guided exhibit wherein guests could decide between four key players in a real mobster murder (The death of "Big Jim" Colosimo). Guests would hear their chosen character's perspective on various events up to and including his death. The goal was to teach the guests about not just the murder itself but also the era in which it took place.

Contribution

I specifically conducted much of the research on the actual murder in question and devised the implementations of many of the technology touchpoints we considered and implemented. I also worked on the design of the physical space in which this exhibit resides. When it came time to make voiceovers for a prototype, I voiced "Big Jim" Colossimo.


Journey Map

We graphed out the anticipated level of guest immersion throughout the experience.

3D Space Layout

We modeled our exhibit in 3D space, and scoped in on one room to focus on its respective touchpoints. This room is the model speakeasy.

New Technologies

Our design made use of 'smart mirrors' to impose ghostly holograms on the reflection of the room, giving a sense of where customers of the day would have been.