Hochschule Augsburg  Hochschule Augsburg
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Gabriel von Münchow

Master Thesis
2020

An augmented-reality museum experience
for young adults

Concept, Augmented Reality and Programming

 

Ronja Weber

Master Thesis
2020

An interactive museum tour
for young adults

Concept, Lean UX and Design


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In colaboration with
Römisches Museum Augsburg
Römisches Museum Augsburg Zeughaus https://www.augsburg.de/kultur/museen-galerien/roemisches-museum
  Roemer App Poster Poster Information (pdf)
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To meet the increasing expectations of young adults,
Augmented Reality makes it possible to bring exhibits to life.
The master thesis from Gabriel von Münchow explains how AR can be realised with three approaches:

1. Little effort due to a systematic procedure in five steps:
Research - Determine location - 3D scan of the exhibit - Modeling - Presentation of the augmented reality.

2. High benefit with three decisions
„What, where and how AR is shown“

3. Target-group orientation through UX methods, such as defining persona and accompanying user tests.

In the RömerApp these approaches were exemplarily implemented
in three stations: A colorfull reconstruction of an gravestone, a interactive libra and a completed jupiter pillar.

  Young adults visiting a museum usually don't go there just to learn about the past, but to gather new impressions and to get access to culture and history by exploring and discovering objects in an entertaining, new way.

The master thesis by Ronja Weber looks at possible ways to realize an interactive museum experience.

A tour concept through the museum via app is designed based on the user requirements. After getting to know the user by conducting interviews and research, possible functions are designed in a prototype for a proof of concept.

Various concepts for navigating through the museum,
storytelling, game functions and suitable forms of conveying information through graphics are examined, tested and iterated in a user centered approach.
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Results and future work

The
RömerApp was able to catch the interest of the demanding target group in the museum.

The museum could be experienced on different levels such as navigation, storytelling, sketches and augmented reality.
A final user test showed that the mix of different methods brings the greatest value to young adults.

AR offers more entertainment,
sketch graphics are more suitable for education.
 

In the future interaction and storytelling in AR should be further investigated. Greater entertainment value in graphics could be achieved through adding animation.

The thesis shows how museum educators, UX designers and AR developers could realize an app to attract young adults to the museum.

This app is to be prepared with further exhibits
and published in April 2020.

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updated: 07. Feb 2020