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Research Study

GenZ PM: Project Management for Social Media Marketing

Design System and UX

Star: Design System for Mobile and Web platforms

Design Futures

Client

Iconic Engine

Duration

Aug 2023 - Dec 2023

Services

UX Research and Design

Skills

UX Research, Usability Testing, Concept Design, UI Design

Overview


An experiment in the "Design Futures" of an Immersive Art Experience

Unity Developer, 3D Artist, Game Developer, Project Manager

Collaborators

The challenge was exploring the Design Future of the Arts space.

This project envisions it by developing an interactive, playful and immersive prototype by leveraging the Iconic Engine's Metaverse technology.

Context

This project envisions the design future in an area of Arts and develops a prototype by leveraging Iconic Engine’s Vasoo Metaverse Engine SDK.

Vasoo, powered by Metaverse Engine, is a next-generation social metaverse app offering immersive environments for socializing, gaming, content streaming, etc.

📱

Iconic Engine provides end-to-end modular XR solutions, empowering brands to create, launch, customize, and monetize their unique metaverse experiences with a complete, independent, and cross-platform workflow powered by the Metaverse Engine.

🌏

Problem
Space

01

Inherent limitations

Traditional art spaces are limited by geographic and time constraints restricting access.

02

Lack of Interactivity

Minimal opportunities for interactive engagement reduce the ability to create deeper connections between art and audience.

03

Dynamic Expression

There is no way viewers can express or share their reactions to the art.

Challenge

The core challenge was making art appreciation more accessible and engaging while preserving the essence of artistic expression. Think of it like transforming a static painting into a living canvas that responds to viewers' emotions, creating a dynamic dialogue between art and audience.

Goals and
Constraints

Goal

Our primary goal was to create an immersive virtual art experience that transcended traditional gallery limitations while fostering meaningful engagement.

Metrics

Success metrics included user engagement levels, interaction frequency with artworks, and qualitative feedback on the immersive experience.

Constraints

Key constraints included VR hardware limitations and the need to maintain artistic integrity while introducing interactive elements.

The Process

Research

Conducted extensive secondary research examining metaverse dynamics and global art market trends, particularly focusing on the current state of virtual art consumption.

The primary research included interviews with participants who had both physical gallery experience and virtual art exhibition exposure, helping understand the intersection of traditional and digital art appreciation.

Key Research Insights

Users find traditional artworks lose impact in virtual exhibitions, especially large or textured pieces.

01

Users show little interest in chatting with artists, as such interactions are mainly to build artist networks.

02

Virtual art exhibition expectations center on fun and interactivity over art focus.

03

Users want features in virtual exhibitions impossible offline, like touching art or socializing.

04

Collecting and showcasing rare items enhances user engagement and satisfaction.

05

Design Process

The Speculative Design Process (or Design Futures, or Design Fiction) was used to envision and shape potential futures of art appreciation. Here's how the approach differed:

Traditional Design Process

  • Focuses on immediate user problems

  • Iterates based on current technology

  • Uses existing user behaviors as baseline

  • Aims for practical, implementable solutions

Speculative Design Process:

  • Explores potential futures (5-10 years ahead)

  • Questions fundamental assumptions to spark critical thinking about future technologies and social trends.

  • Provocative concepts to challenge current norms,

  • Used "what if" scenarios to break conventional thinking

For example, instead of simply digitizing art galleries (traditional approach), we asked questions like:

  • "What if physical limitations didn't exist in art appreciation?"

  • "How might art criticism evolve in a world where immediate feedback is possible?"

  • "What if we could interact with art in ways impossible in physical spaces?

We had several brainstorming team workshop sessions where we used a variety of visioning techniques like hand sketching, backcasting, vision boards, role-playing, future stories, group dialogues, etc. to imagine the future.
We utilized speculative narratives to imagine future scenarios involving art and immersion to push the boundaries of current thinking, encouraging the team to explore the ethical, social, and technical implications as well as limitations of systems.
“Art village”, “Art map” are some of the metaphors we used to understand and establish a frame for these narratives.

All the workshops, critical discussions, scenarios, design narratives and research were finally materialized into the actual concept.

Ideation

Idea I: Art community

Initial idea was to create an art community and categorize users into curators, artists, and visitors tailoring a series of features and feasible interaction systems based on their needs. For example, artists and curators can organize their exhibitions by constructing their own galleries, while visitors can engage with the community.

Rejected. Why? Too Broad scope.

Through company lead communication and feedback, we realised it was a very broad scope and out of constraint. Therefore, we decided to further narrow down our user scope and ultimately chose 'Art exhibition visitors' as the core users for our design.

Idea II, III, .. After brainstorming and exploring other ideas like Personal Art Galleries, Collaborative Art Creation, Treasure Hunting style art exploration, etc. and finally finalized the Smash Art concept.

Design Solution

The "Smash Art" Interactive Feedback System

Chose this as our core interaction mechanism after considering various options. User research indicated a strong desire for novel interactions impossible in traditional galleries, making this an engaging way to express opinions about artworks. “Egg and Rose” is used as a part of playful interaction, where users throw a Rose for appreciation and an egg as a criticism to the artwork. For enhanced user interaction, users can physically reach into the egg or rose icon to retrieve the respective item, ensuring a simple and intuitive experience.

01

UI Design Style

We opted for a sci-fi aesthetic with HUD-style interfaces, balancing technological sophistication with user accessibility. This decision was supported by competitive analysis and alignment with our 3D model aesthetics.

02

Virtual Space Architecture

The gallery evolved from an expansive art village to a more focused Roman temple-inspired design with futuristic elements, driven by hardware limitations and the need to optimize performance.

03

Prototyping and Technical Implementation

Key Goals

User-artwork interaction

01

Collaborative creative experience

02

Audiences-artists connection

03

3D Modelling

Testing and Iteration

We conducted usability testing with participants varying in VR
experience levels.

50% increase in user Engagement post final iteration

01

25% decrease in Error rate of object pick-up

02

40% decrease in onboarding time

03

Key feedback included

Need for clearer feedback mechanisms when interacting with artworks

01

Preference for UI-based item selection over physical pickup

02

Suggestions for improved audio-visual feedback

03

These insights led to significant iterations, including:

Implementation of a quantified voting UI system

01

Refinement of the throwing mechanics

02

Enhanced visual feedback for user interactions

03

Final Outcome

Results

“Unique and Best Creative Approach”
-CEO

First Iteration

What- First ideation was an art village for the audience to freely navigate through. Therefore, a massive virtual gallery with every piece of artwork populating the space was constructed. Users were allowed to move freely inside this space on a personal flying platform (figure C).

Problem- The hardware we had would not be able to handle the level of details once the entire space was populated with artworks. It was suggested that we should create a space divided into different sections to limit the workload on hardware.
Redesigned and made main focus as the user-artwork interaction.

What- Resembled a Roman temple but with a bit more futuristic touch to it. Since we would like to limit the workload on the hardware, we decided to cancel the movement freedom on vertical space–users would use teleport in order to move to a different layer or section.

Problem- Since there was no conflict between the user testing and the space design, the final iteration of the gallery was to simply polish the existing model, and obtain a good render result 

Second Iteration

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