With the app in the nearing finished stages, it had undergone a visual revamp and what we have achieved over the duration of a semester long project is an app which implements the integral and fundamental components of an audio tour. I feel it has fulfiled the primary aims of being aesthetically pleasing and easy to use, as demonstrated below.
Reflecting back on the original brief, it is important at this staget o think about other features which would enhance the app to meet the desires of the client and ful lfill the long term brief. These features would work to make the experience even more impressive and interactive.
We have being to tap into some of these but beyond the scope of a semester long project, there is much more to be achieved past the initial pilot prototype.
Such features include:
Information tailored to user specfi c interests. This would involve research and trials into each of the user profi les to fi nd out what would make the gallery experience enjoyable for them.
Access collateral material such as video, images, audio and text. Recon figured content would be required to fit within the di fferent user pro files and additional images and videos would o er more insight into each artwork as it shows the viewer more into what is behind the creation of the work. e.g. In fluential images / art movements, Initial working sketches, Other works by the same artist
Connect with other visitors and the gallery community as a whole, through a social or participatory experience. Social media is embedded into many websites, giving users the ability to connect with existing pro les such as Twitter and Facebook. These would enable users to leave comments, messages and ideas with visitors in the space and those who come after. Discussions around ideas and topics and personal interpretations might reveal even more to a user or explain it in a way they might not have understood.
Tag works and send links to their email for later reinforces a ‘post-gallery experience’, the ability to continue to interact and learn even after they’ve left the space. Such a feature would encourage return visits.
Playing an interactive activity or educational game, perhaps a scavenger hunt or quiz, would reinforce learning and add the element of a challenge, especially for younger children who may be initially uninterested in the gallery visit.
We have being to tap into some of these but beyond the scope of a semester long project, there is much more to be achieved past the initial pilot prototype.
Such features include:
Information tailored to user specfi c interests. This would involve research and trials into each of the user profi les to fi nd out what would make the gallery experience enjoyable for them.
Access collateral material such as video, images, audio and text. Recon figured content would be required to fit within the di fferent user pro files and additional images and videos would o er more insight into each artwork as it shows the viewer more into what is behind the creation of the work. e.g. In fluential images / art movements, Initial working sketches, Other works by the same artist
Connect with other visitors and the gallery community as a whole, through a social or participatory experience. Social media is embedded into many websites, giving users the ability to connect with existing pro les such as Twitter and Facebook. These would enable users to leave comments, messages and ideas with visitors in the space and those who come after. Discussions around ideas and topics and personal interpretations might reveal even more to a user or explain it in a way they might not have understood.
Tag works and send links to their email for later reinforces a ‘post-gallery experience’, the ability to continue to interact and learn even after they’ve left the space. Such a feature would encourage return visits.Playing an interactive activity or educational game, perhaps a scavenger hunt or quiz, would reinforce learning and add the element of a challenge, especially for younger children who may be initially uninterested in the gallery visit.
Access to multiple layers of information, for example an artwork referencing a specifi c artistic movement or historical context could allow the viewer to access a section explaining that background. Providing a deeper and wider perspective on the context in which art is created helps the user form a better understand of what an artwork means. This also means that if a viewer if not interested in the context and only wants to know about the medium of the work, this too is possible.
Hear multiple perspectives and opinions about artworks, especially within the context of New Zealand art, hearing a Maori perspective would be di fferent experience and viewpoint from a Pakeha perspective and reveal more about the cultural signi ficance and New Zealand heritage.
Navigating the building is an essential tool which we have begun to explore new ways of doing. We are no longer restricted by having to provide a linear tour but it also challenging to have to consider how the user may want to approach, enter and explore the space. Ideally, this would be integrated with a seamless integration with the artworks. That is, the device would automatically be able to detect not only the user’s location but which artwork they are standing in front of and bring up the appropriate content.
Such a feature would have require extensive technical research, a budget and experimentation. Possible technologies would be QR Codes, Wi , Bluetooth or Image recognition software.
The client has also discussed embedding commercial applications , for example is a user ‘likes’ and artwork, it would suggest to them to buy a print, if they’ve been in the gallery for a while it could suggest to them to go to the cafe.
Conclusion
Emerging technologies will continue to change the role smart devices play in our every day lives. In the long term execution of this plan, it is important to take into consideration that devices become very quickly outdated so that the content must always be king: regardless what the platform, once the novelty has worn of, it needs to be the UI and the content and the experience that keeps the user coming back.
Hear multiple perspectives and opinions about artworks, especially within the context of New Zealand art, hearing a Maori perspective would be di fferent experience and viewpoint from a Pakeha perspective and reveal more about the cultural signi ficance and New Zealand heritage.
Navigating the building is an essential tool which we have begun to explore new ways of doing. We are no longer restricted by having to provide a linear tour but it also challenging to have to consider how the user may want to approach, enter and explore the space. Ideally, this would be integrated with a seamless integration with the artworks. That is, the device would automatically be able to detect not only the user’s location but which artwork they are standing in front of and bring up the appropriate content.
Such a feature would have require extensive technical research, a budget and experimentation. Possible technologies would be QR Codes, Wi , Bluetooth or Image recognition software.
The client has also discussed embedding commercial applications , for example is a user ‘likes’ and artwork, it would suggest to them to buy a print, if they’ve been in the gallery for a while it could suggest to them to go to the cafe.
Conclusion
Emerging technologies will continue to change the role smart devices play in our every day lives. In the long term execution of this plan, it is important to take into consideration that devices become very quickly outdated so that the content must always be king: regardless what the platform, once the novelty has worn of, it needs to be the UI and the content and the experience that keeps the user coming back.





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