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This may be the author’s version of a work that was submitted/accepted for publication in the following source: Polson, Debra, Deen, Terry, Quijano, Sarah, & Christensen, Bryce (2017) The Marvel cinematic universe mixed reality mobile experience. [Digital or visual products] This file was downloaded from: https://eprints.qut.edu.au/114025/ c 2017 [Please consult the author] This work is covered by copyright. Unless the document is being made available under a Creative Commons Licence, you must assume that re-use is limited to personal use and that permission from the copyright owner must be obtained for all other uses. If the docu- ment is available under a Creative Commons License (or other specified license) then refer to the Licence for details of permitted re-use. It is a condition of access that users recog- nise and abide by the legal requirements associated with these rights. If you believe that this work infringes copyright please provide details by email to [email protected] Notice: Please note that this document may not be the Version of Record (i.e. published version) of the work. Author manuscript versions (as Sub- mitted for peer review or as Accepted for publication after peer review) can be identified by an absence of publisher branding and/or typeset appear- ance. If there is any doubt, please refer to the published source.
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This may be the author’s version of a work that was submitted/acceptedfor publication in the following source:

Polson, Debra, Deen, Terry, Quijano, Sarah, & Christensen, Bryce(2017)The Marvel cinematic universe mixed reality mobile experience.

[Digital or visual products]

This file was downloaded from: https://eprints.qut.edu.au/114025/

c© 2017 [Please consult the author]

This work is covered by copyright. Unless the document is being made available under aCreative Commons Licence, you must assume that re-use is limited to personal use andthat permission from the copyright owner must be obtained for all other uses. If the docu-ment is available under a Creative Commons License (or other specified license) then referto the Licence for details of permitted re-use. It is a condition of access that users recog-nise and abide by the legal requirements associated with these rights. If you believe thatthis work infringes copyright please provide details by email to [email protected]

Notice: Please note that this document may not be the Version of Record(i.e. published version) of the work. Author manuscript versions (as Sub-mitted for peer review or as Accepted for publication after peer review) canbe identified by an absence of publisher branding and/or typeset appear-ance. If there is any doubt, please refer to the published source.

Dr Deb Polson. October 8, 2017 1

ProjectReportTheMarvelCinematicUniverseMixedRealityMobileExperience

ByDebPolsonHUBStudio,QUT

[email protected]://twitter.com/debpolson

QAGOMACollaborators:

TerryDeen-HeadofLearning

HUBStudioCollaborators:BryceChristensen-WebProgrammerSarahQuijano–GraphicProduction

AccessibleatGOMAfromMay26toSeptember3,2017.

AbstractThisreportdescribeshowamobileexperiencewasdesignedtocreateaplayfulillusionofmixedreality,intersectingtheeverydayspaceofamuseumwiththefantasticworldoftheMarvelCinematicUniverse(MCU).Theaimwastoarmthemuseumvisitorwiththeirownpersonalmobiledevicetotransformdisplayedartefactsintoexplicitinterfacesintothecinematicspace,transportingandimmersingtheminthefictionalworld.TheconsequenceofconnectingthepersonalwiththefictionalinthiswayisthatazoneofmixedrealityisgeneratedaroundtheartefactsimultaneouslytransformingthevisitorintoahybridversionofpartselfasmuseumvisitorandpartagentgatheringintelasaconspiratoroftheMarvelUniverse.Thismutualtransformationofspaceandselfisnotanaccidentalconsequenceofthesimpleadoptionofmobiletechnology,butaresultofarefinedinteractiondesignpracticetakingintoaccountallofthecomplexdynamicsofthecontext,subjectandstakeholdersoftheexperience.Todesignanddevelopthefinalwork,DebPolsondrewonyearsofexperiencewithdeliveringlargescalemixedrealityprojectsformuseumsites(SCOOT2004-2009,MuseumofCollidingDimensions2016).Subsequently,thisreportpresentsextensionsofpreviouslyformedinteractiondesignmodelsandmethodsaswellasanewstrategyforacquiring‘immersionlevels’vitalforcontrivingmixedrealityexperiences.Immersionlevelsarearticulatedasasequenceofdeepeningexperiencefrombasicdistractionfromtherealtofullsubmissiontothefantasy.Suchastrategycanbeappliedtoprojectdesignanddeploymentandasaguideforevaluatingthesuccessofanyworktoengageparticipantswithintersectingrealities,inthiscasebetweenthephysicalmuseumandcinematicworld.Thisreportalsodiscussesthecontingenciesandlimitationstothesuccessfuldeploymentofsuchanexperience.

Dr Deb Polson. October 8, 2017 2

BackgroundThisprojectwasdesignedwiththesupportofMarvelStudios,LosAngelesandinstalledattheGalleryofModernArt(GOMA),BrisbanebetweenMay22andSeptember3,2017.Theexhibitioncalled,‘Marvel:CreatingtheCinematicUniverse’,becamethemostsuccessfuleventinGOMAs’historywithover15,000visitorsrecordedinasingleday.TheexhibitionincludeddisplaysofsomeofthemosticonicartefactsfrompopularMarvelfilmsaswellaspropsthatcamedirectlyfromfilmsetsstillinproductionandhadnotyetbeenseenincinemas.InOctober2016,DebPolsonwasapproachedtopitchnewinteractiveworkstobeinstalledattheexhibitionthatbothdisplayedtheMarvelbrandandprovidedauniquevisitorexperiencewiththemuseumcontext.Afterpitchingandrefiningsixverydifferentconcepts,theMCUmobileprojectbecameoneofthreeprojectsselectedandfundedfordevelopmentandinstallation.Maindeliverableconsiderationsforthisprojectwerethatit

• Beaestheticallyandmechanicallypolished• Berigorousenoughtowithstandthousandsofinteractionsaday• IsabletowithstandthescrutinyofhardcorefansandMarvelexperts• inspiresinterestintheMarvelUniversefromnon-fans• representsboththeMarvelbrandandGOMAcommunity• beacolourfulandplayfulexperiencefortheyoungervisitors

TheInteractionDesignApproachContext,Subject,StakeholdersandtheDesignerTosuccessfullyconnectmuseumartefactsondisplayinagallerywiththecinematicuniverseofMarvelthreekeyareasofconsiderationwereidentifiedearlyinthedesignprocesstoestablishtheessentialcriteriaforconceivingandpresentingconvincingprojectideas:thecontext,thesubjectandthestakeholders:

• TheContext:TheGalleryofModernArt(GOMA)inBrisbanehasavisiontobethe‘leadinginstitutionforthecontemporaryartofAustralia,AsiaandthePacific.’TheQueenslandArtGallery(QAG)wasestablishednearbyin1982.Butitwasn’tuntil2006whenGOMAbecamethe‘onlyartmuseuminAustraliatofeaturepurposebuiltfacilitiesdedicatedtofilmandthemovingimage’(QAGAnnualReport2015-16).Withanactivecinemaprogramaswellasgalleryspaces,GOMAwaswellsuitedtopresentinganinternationalexhibitioncelebratingtheMarvelCinematicUniverse.Asthedesigner,itwasimperativetoconceiveworksthatwereconducivetotheGOMAenvironmentandproducequalityoutputscommensuratetotheexpectationsofkeystakeholderswithinandaroundGOMA.

• TheSubject:TheMarvelCinematicUniverse(MCU)hasits’originsintheearlierMarvelComics(1939)buthashadanextraordinarygrowthofbothcriticalandpopularsuccessinthecinemasince2008.Thereare17filmsincludedintheMCUGOMAeventstartingwithTheIncredibleHulk(2008)andmostrecently,Thor:Ragnarok(2017).ThecinematicpresentationsoftheMarvelUniversearerichwithanimation,sound,actionandcharacterdevelopmentsandrelationships.MarvelStudiosareleadersinfilm-makinginnovation,especiallywiththedevelopmentofspecialeffectstoolsandtechniquestobringsuchextraordinaryfictionalworldsintocinemasandhomeswithsuchdetailandhumour.Intermsofthedesignobjectives,itwasessentialtomaintainthenarrative,aestheticandoverallbrandofMarvelStudios.Todoso,athoroughstudyintotheworldandcharactersofMarvelwasrequiredtocommenceanykindofrepresentativeworkandcarefulcollaborationwithMarvelStudioexecutivestoverifyanydesigndecisionsalongtheway.TobecomedeeplyfamiliarwiththeMCU,thedesignerwatchedall17films,referredtokeypublicationsandreviews,examinedfancommunitiesandcreativeactivitiesandreadcomicsbeforebecomingaquasi-expertinthesubjectwellenoughtounderstandandconnectcriticalMCUmoments,charactersandartefacts.

• TheStakeholders:ApartfromthepeopleofGOMAandMarvelStudios,thereareamyriadofvisitorswithvaryinglevelsofinterestandexperiencewitheitherorbothMarvelandGOMA.Mostcriticaltothesuccessofthisprojectistheexhibitionvisitor.Thisisalsothemostchallengingaspectofthisprojectasthedesignteamacknowledgetheimportanceofengagingvisitorswithintwoverydistinctexperienceextremes.ThefirstbeingthehardcoreMarvelfanswhowillarrivewithagreatdealofknowledgeonthecultureoftheMCUandthevisitorswhohavenointerestinthesubject,butarekeengalleryvisitors.

TheMatrixofExtremeStakeholdersHereisasummaryofwhatbecamethe‘MatrixofExtremeStakeholders’.Thiskindofappraisalandunderstandingofthepotentialparticipantprofilesisadesignnecessityforimaginingthevalueoftheprojecttovisitors,articulatingandevaluatingthedesignprogresswithateamofdevelopersandcommunicatingtheprocessandintentionswithcollaborators.Adetaileduserprofileandjourneytypicalofuserexperiencedesign(UXD)isnotalwaysrequired.Instead,withcomplexinstallationsincomplexsiteswithcomplexcontent,anappreciationofthepotentialattitudesandexperience

Dr Deb Polson. October 8, 2017 3

ofextremeusersismorehelpfulforapplyingconcepts,invitinginteractionsandtriggeringtransformations.Forthisproject,IrevisedandcombinedanearlierversionofaUXDMatrix(Polson&Morgan2007)andtheHumanDimensionsMatrix(Polson2013)developedforearliermobilemixedrealityprojects,SCOOTandMiLK.Forthisnewversion,IconsideredthehardcoreMCUFanatoneextremeandtheCriticalgalleryloverattheotherwiththeCuriousvisitorasamid-levelreferencepoint.Thetwoextremevisitorswillapproachtheeventwiththeirownskepticismaimedatthegallery’spresentationoftheMCU.Notethatastheyareconsideredexamplesofextremes,theprofilescansoundalmostcaricatured.Thisabridgedversionofvisitordescriptionsbeganasdesignassumptionstoreferencefordesigndecisionsduringthemakingoftheproject,butwerelateroftenencounteredandobservedattheexhibitionasnotedinthematrixbelow. Pre-VisitViewpoint-

AssumedGeneralVisitExperience-Assumed

SpecificProjectInteraction-Observed

Post-VisitTransformation-Observed

HardcoreMCUFan

Attheextreme,thehardcorefanmayexpecttochallengethegallery’spresentationoftheMCUcultureasawaytoperformtheirknowledge,commitmentandultimatelytheirstatusasafan(Iwillrefertothiskindofbehavioras‘StatusPerformance’)

Attheleast,thefanswillenjoytheuniqueproximitytotheartefactsthatcomedirectlyfromthesetsoftheMCU.Theyareexpectedtotakethetimetoengagewitheachartefact,discussingits’origins,amazinginits’creationprocessanddiscussingthedidacticdetails.Theywillbeforensicintheiranalysisoftheexhibitioncontentandpresentation.Theywillperformtheirknowledgetoexpresstheirstatuswiththeirpeersandwithinthefancommunity.

StatusPerformance(MCUrelated)wasobservedasgroupsdiscussedMCUfactsinspiredbyexhibiteddisplaysandchallengedtheaccuracyofdidactics.Therewasalwaysahierarchyoffanstatusobservedinanyonegroup.Theexhibitionwasanopportunityforthemtoguideothersaswellastoenjoyindividuallytheirproximitytoauthenticartefacts.ManyyoungerfansweresoenamouredbytheMCUthatitwasincreduloustothemtheywerestandingnearanauthenticartefactfromtherealfilmsetthattheirheroeshadactuallyhandled.Overheardcommentssuchas‘NO!Thiscan’tbetherealhammer’!,‘AreyousurethisisreallyIronman’sarmour!?’.Thismobileexperiencedwasanessentialpartinconnecting,remindingandimmersingthefaninthecinematicworld.

Wemetasignificantnumberofhardcorefansthatcameinmulti-generationalgroups,mostcommonlyfathersintheir40swithyoungchildren.Onfathermentionedthatthiswastheirfirstvisittoanartgallery.Suchgroupswereobservedvisitingotherpartsofthegallerytolookatotherevents/exhibitsandclaimedtheywerelookingforwardtocomingbacktoseefutureexhibitswiththeirfamily.Thisisatotaldoublingofextremesfromone(hardcorefan),embracingtheother(criticalartlover).IncreasingtheirStatusPerformancewithintheMCUandfurtherincreasingtheircomfort,confidenceandstatusasmuseumexpertsthroughextendingproximitytootherpartsofthegallery.SomeMCUfanscrossedthe‘experiencethreshold’-usingtheirfamiliaritywiththeMCUasanexcusetoentertheunfamiliarmuseumworld.Givingthemconfidencetoreturnandengagefurther.

InvesteddeeplyintheMCUculture,littleinterestwithagallerycontext

CuriousVisitor Theimpetusforvisitingmaycomefromeitheracuriosityforthesubjectmatter(MCU)oraninterestinthecontext(gallery)presentationofthecontent

Itwasassumedthatthisgroupwouldengagewithcasualinterest.MayhavebeentothegallerybeforeandseensomeoftheMarvelmoviesorcomics.Buttheyexpecttolearnsomethingnew.

ThecuriousvisitorwasobservedtohaverespondedtotheexhibitionwithanincreasedinterestinboththeMCUandtheGallery.Overheardcommentssuchas‘Ididn’tknowMarveldidthat!’or‘Weshouldcomebacktoseethat!’

Acommonobservationwasthatthecuriousvisitorsmadecommentsabouttheirchangedideasaboutwhattoexpecttoseeanddoinagallery.Frompassivepresentationofhistoricformstonovelinteractionwithfamiliarcontent.

MildinterestineithertheMCUcontentortheGallerycontext.

CriticalArtLover Attheextreme,thecommittedgalleryvisitor/membermayexpecttobecriticaloftheinclusionoftheMCUinagallerycontext.Judgingthesubjectmatteras‘popular’ortrivialratherthanof‘cultural’significanceorvalue.TheyarelikelysuspiciousoftheMuseumsintentionstoincludetheMCUandbewaryofMarvelasbigbusinessexploiters.

IftheyareattheMCUexhibition,thentheyareprobablytherereluctantly.Theyareexpectedtoatleastengagewiththecraftofdesign(fashion,animationetc).

Thedesignteaminteractedwiththegalleryguidegroups(mostlyvolunteers)ofwhommostofthemadamantlydeniedtheMCUhavinganyartistic.Somewereevenresentfulofitbeinginthegalleryatall.Butafterpresentingthehistory,craftofcostuming,conceptart,productionprocess,actorinvolvementetc…theywereliterallyoohingandaghingovertheartefactsandcelebrities.

ManyofthegalleryguideswemetearlierwherelaterfoundonthegalleryfloorspeakingenthusiasticallyandproudlyabouttheirnewfoundknowledgeoftheMCU.Andsomewereactivelyseekingoutpeopletoconvinceandconvertastheyhadbeen.Transforminghowtheyengagedwithyouthasnewpeersandwithpeersasthenewnoobs.Creatingatransformationloop.Theartloversasthesiteofconversion…theevangelistsofnewforms,technologies

AversetotheMCUcontentandloyaltomoretraditionalartformatsandhistories

Dr Deb Polson. October 8, 2017 4

andcriticallanguages/lensesappliedinnewways.

Above is just a sample of the kinds of assumptions and observations that were made throughout the engagement process between the design team, Museum staff, exhibition visitors. There were also impressions and reviews in the

press that are not included here. TheMarvelMixedRealityMobileExperienceToparticipate,visitorsfollowmissioncluesontheirmobilestofindspecificartifactsfromacrosstheMCUexhibition.Thevisitorsarerewardedattheartefactswithascenefromthefilminwhichtheartefactsfirstappear.Thisistheprimelinkingmomentwhenthemobileinterfacemergestheartefactonsitewithaclipfromthecinematicworld.Thedesignteamobservedmomentsofsheerdelightasvisitorsrecalledandrelivedimportantscenesrelatingtotheoriginsofimportantartefactsandofteninthehandsoftheirbelovedheroesandvillains.Theproximitytotheartefactbothinthefantasyworldandphysicaloneplacesthevisitordirectlyinthemiddleoftheintersectingrealities.Consequently,whenplacedintheintersectionsoftworealities,thevisitoristransformedintoaninhabitantofamixedreality.Evenmoreso,theyarethesite,thecoretheoriginofthatmixedreality.Asecondaryconsequenceisthatthecharactersandartefactsofthefictionalworldarebroughtdirectlyintothespaceinwhichthevisitoroccupiesandimagines.Themostimmersiveofexperienceshavethepotentialtoresonateandtransformavisitors’personalrelationshipwiththemundaneeverydayspaceinacontinuingwayrootedbythecreationofnewvaluedmemories.Thereareninemissionsintotalandattheendofeachthevisitorischallengedwithmoralquestionssuchas‘IntheMarvelUniversetemporalmanipulationscancreatebranchesintime.Wouldyoumanipulatetimetosavelives'?Byselectingoneofthreepossibleanswerstheresultsareprocessedandanoverall'balanceofpower'isrevealedattheendoftheadventure.Thestabilityoftheuniverseiseitherstabalisedbyyourdecisionsorcompromised.Thiswasdesignedtocreateacommunaloutcometoanotherwisepersonalactivity.

The above set of images illustrate how the participants employ the mobile interface to engage with the museum

didactics, artefacts and original MCU content.Theprojectwasdesignedtohavedistinctnodesforinteraction.Anodeisasite(virtualorphysical)wherethevisitorwillinterfacewithrelevantartefactsandinformationtoprogressintheexperience(Polson2013).Sincethenodesaredesignedforvisitorprogresstheymustbepresentedinawaythatallowsthevisitortounderstandhowtoidentifyandinteractwithoratthenode(seepage10fornodemaps,scripts,andUIexamples).Oncesuchanunderstandingisestablished,thevisitorcanthenconfidentlyexplorethespace,contentandconnectionsinamoremeaningfulway.Suchanengagementordertakesthevisitoronajourneyfromcasualcuriositytodeepexplorationtopromotecontemplation,discussionanddebate:

Dr Deb Polson. October 8, 2017 5

• AccessNode–Eachnodehasacorrespondingartefacttobefoundandeachartefacthasanicondesignedasaclue.Thereare2interfacesusedbyavisitortoaccesscluesandinstructionsforfindingthenextartefact.Oneprintedandondisplayneartheartefact.Theotherisamatching‘button’onthemainmobileinterface.Boththeprintedandthemobilenodehavethematchingiconandaccesscode.Analternativewaytoaccessthenodeistousetheaugmentedreality(AR)featurethatallowsmobileuserstosimplyholdthecamerauptotheartefactwhichisrecognizedbythemobileapplicationandautomaticallydisplaysthenodeinformation.

• MissionNodes–areatthesiteofeachartefacto MissionDetails–Onceanodeisaccessedthecorrespondingmissioninformationisrevealed

includinginstructionsonhowtofindtheartefactandactivatetheoriginclips.o MissionResponse–Onfindingthenodeandviewingtheoriginclip,thevisitorthenreceivesamoral

questionraisedintheclipandgivenaseriesofoptionstoselecttheirmostfavouredresponseo MissionInfo-displaysamapindicatingthelocationsoftheartefactswithMissionIcongraphics.o MissionComplete-thismobileinterfaceannouncesthatthemissioniscompleteandalsoreports

onthecurrent(real-time)statusoftheMCUdependingontheweightingofresponsestoallnodequestionsfromallvisitors.

Seescreenshotsofselectedmobileinterfacesinthefollowingtablethatillustratevariousnodes.

AnearlyversionoftheMCUInterfacesinarepresentativeorderofparticipantinteractionfromaccessmodethroughmissionmodes

andfinallytopromotionalmode.TheInteractionDesignStrategySince2004DebPolsondesigned,developed,deployedandrefinedalarge-scalelocation-basedmixed-realityexperienceforninemuseumsanduniversityenvironmentsacrossAustralia.TheSCOOTgamewastheresultofaninitialPhDpractice-basedstudy.Consequently,anumberofmodelswerearticulatedtocontributetotheformationofadesignstrategyformixedrealityexperiencedesign.Thisincludedaparticipationorder,engagementlevels,interactionorder...Butfirstly,andingeneral,aprojectshouldbeatleast3ofthefollowing4torateasamixedrealityevent:

• Anintersectionbetweenthephysicalandthevirtual.• Alinkbetweenhistories/experienceandfiction/device/artefact.• Are-engagementwithauthenticspacesandartifactsofplace

Dr Deb Polson. October 8, 2017 6

• Azoneofsocialinteraction…andculturalreflectionParticipationOrderToassurevisitorsareabletoparticipateinaneffectivelocatedmobileexperienceaspecificorderoforientation,interaction,identificationandexpressionwasidentified.Eachlevelbuildsexponentiallytoexpeditethelevelofthevisitors’participationfromasimpletangibleencountertoacomplexcreativecontribution.TheparticipationorderwasformerlyreferredtoastheEngagementOrder(Polson2013)andisofferedasawaytoobservecurrentvisitoractivitiesinacontextaswellasaguidefordesigningasystematicandstrengtheningexperienceforparticipantsofanewworkinthesamecontext.Theorderispresentedhereas:

1. Physicalorientationwiththeeventspaces(virtualandphysical).Simplepositionandnavigationalguidesgivevisitorstheinitialconfidencetocommenceandcontinue.

2. Socialinteractionbetweenindividualparticipants,withingroupsandbetweengroups.Theworkcanalsofacilitateinteractionsbetweenparticipantsandnon-participantsinthesamespace.Thisisausefulstrategyforusingcurrentparticipantstoencourageandrecruitnewparticipantstotheproject.

3. CulturalidentificationwithfamiliarartefactsandpreviouslyunexploredartefactsandinthecaseoftheMarvelexhibit,visitorswereabletoclassify,connectandpositiontheartefactswithinthecinematicuniverse…connectingthefictionalworldwiththeeverydayone.

4. Creativeexpression(digitalandmaterial)oractivecontributiontothenarrativeofthecinematic/fictionalworld.Thisisobservedwhenparticipantstakethetimetoreflect,analyse,criticise,anddiscusstheconceptsandcontentoftheexhibition.Butmoreimportantlywhentheyexpressopinions,formnewideasorcreatenewworkseitheronsiteoraftertheeventatadifferentlocation.Thesecanbeobservedonsocialnetworks,fansites,emailmessages,reviews,printedcontributionsetc.

EngagementLevelsEngagementlevelsbeginwithcuriosityandpeakattheemergenceofnewpracticesinspiredbywork.

1. Casual:Curiousexperimentationwiththeinterface2. Interested:Explorationandmanipulation3. Committed:Regularinteractionacrossmultipleplatforms.Referraltootherpotentialusers4. Intellectual:Reflectiveandcriticalanalysis.Sharinginsightswithothers.5. Creative:Creativeresponseanddistribution.Expressionofinspiration.6. Derivative:Demonstrationofanemergingpracticederivedfrombutnotexplicitlylinkedtothework

ProjectInteractionContextsItisoftenusefultoconsiderwhatvisitorsmightbedoingandwheretheymightbebeforeandafterattendingtheexhibitionandusingthework.Thiswayanongoingrelationshipwiththeconcepts,interactionsandcontentcanbeestablishedandmaintained…

• Pre-Use:Anyengagementwithrelevantmaterialsbeforevisitingthesite,appetc• IN-Use:Anyengagementwithandparticipationinanyofthewebcontentandactivities• Post-Use:Anyinteractionwiththeprojectcontentandrelatedmediaafteruse.

UserInterface(UI)DesignRulesAccordingtoHCIliteratureadigitalInterfaceshould…

1. representtheunderlyingsystemandprovideguidancetonavigateandparticipate2. providefeedbackfromthesystemsovisitorscangagesuccessfulinteractionandimprove

performance/statusthroughanincreasingsenseofcontroloverhowthesystemworks

Inordertoupdatetheserules,thefollowingImmersionLevelsareofferedasanextensiontotheserules.Specifically,toindicatehowtheprojectinterfacescandosomuchmorethatprovideguideanceandfeedbacktotheuser/visitorandinfactpromotemorecomplexinteractionsanddeeperencounterswiththedigitalandphysicalsites,contentandconcepts.NewImmersionLevelsThesenewImmersionLevelswererealisedandrefinedthroughthedesignanddevelopmentofthisprojectandarealsoinformedbypreviousworkinLocation-basedgamedesign(Polson2013)

3. RealWorld:Novelty-Distract,attractandengagevisitorswiththeeventduetothesimplisticnoveltyoftheprojectandthenewnessoftheinteraction.Thisisalevelofcognitiveandcuriousimmersioninthemechanicsandaesthetics.Anextensionofboththefirst2UIDesignrulesandthefirst2levelsofengagementlistedabove.Reliesontheinitialinterfacewiththeprojecttobeinitiallyeasytoaccess(familiarissomeways)andthenunexpected(unfamiliarbutfun).

Dr Deb Polson. October 8, 2017 7

4. MixedWorld:Intersection-Thislevelofimmersionisreachedwhenthevisitorsrealisetheconnectionsbetweentheartefactintherealworldandthecinematic.Thisexplicitlypositionsthevisitorintheintersectionbetweenthefictionalworldandtheeverydayone…suspendedinamixedreality.

5. FirstLevelImmersion:Transference-Whenthevisitorbecomeslessawareoftheintersectionandfeelsmoredeeplyimmersedamixedrealitycreatedbymaintainingthecrossoverbetweenthefictionalandthereal.Ultimatelythevisitorfeelsimmersedintheworldfromwhichtheartefactoriginates…transportedtotheoriginalsiteofcreationanduse.

6. SecondLevelImmersion:Intervention-Atthelevelofintervention,thevisitorhasanincreasedlevelofagencyonbothrealitiesthatisreadilyobserved.Forexample,intheMCUmobileexperience,thevisitorrespondstochallengingquestionsthatimpacttheoverallbalanceoftheMCUbetweenstableandatriskdependingontheaggregateresponsesfromothercontributingparticipants.AconsiderationofactionandconsequencethatisastaplenarrativetropeoftheMCU.Andevenmoreso,theconstanteffortittakestomaintainabalancebetweenpositiveandnegativeinfluencesthatindividualsandtheirdecisionshaveoneveryone’sexperience.ThisisanimportantdevicetoaddresstheMCUcommitmenttocomplicatingtheotherwisesimplebinaryofthe‘goodversusevil’narrative.Notonlyimmersedintheworldbutactingonit,impactingit.

CollaborationandCommunicationWhendesigninginterventionsformuseumspacesitisinevitablethattherewillbeinterestandinvestmentintheproductbyavarietyofstakeholdersfromwithintheorganizationandfromthoseassociatedwiththemsuchasexhibitionsponsors.Thisinvestmentgoesbeyondfinancialandincludescriteriaaroundpedagogical,social,cultural,technicalandspatialdimensionsandcontingencies.Itisimportantforthedesignertoincorporateasmuchofthebroaderandorbitingconcernsofeveryoneinvolvedthatrepresentscertainaspectsofthemuseumexperience.Thisisalwaystobebalancedwiththeprimaryrequirementofthedesignleadtocompletetheworkwithintheagreedbrief,budgetandtime.Theexhibitiondesignerwillbeconcernedaboutthewaysinwhichamobileexperiencemaycausethevisitortoaltertheirnavigationthroughthespace.Similarly,thecuratorswillbeprotectiveofthenarrativeandculturaljourneyismaintainedasdesignedforthevisitor.Practicalissuesaroundinstallation,fabricationandtechnologiesfordisplaymustalsobedeliberatedandnegotiated.StrategiesforCommunication

• Besuccinctindescribingtheproject’sbriefasagreeduponwiththecollaboratingorganisation• Articulatetheintendedoutcomesas‘values’thatcanbesharedbyallofthestakeholders• Clearlyindicateontheprojecttimelinethedeadlinesforinputfromstakeholders-andbeclearthat

deliveringontimeandwithqualitydepends,inabsoluteterms,onthisbeingmet• Aboveall,understandtheoriginsandconcernsasmuchaspossibleanddemonstratehowtheyhavebeen

integratedintotheprojectandthelimitsoffurtherimplementationDesignProjectLeadershipEmployingDesignIterationsastheCoreCollaborationDeviceGenerally,ifyouhavefollowedthemaintenantsofgoodprojectleadership,youareproducingagoodproduct.Anyiterationofathoughtful,forensic,confident,attentivedesignwillbecomeyourmostvaluablecommunicationdevice.Evenearlyconceptsketches,designexperiments,andprototypeswillbeyourbestassettofocusdiscussionswithteammembers,collaboratorsandclients.Discussionsarounditerativedesignstendtostayfocusedonhowtorefine,improveandadjustthedesignratherthanissuesthatmaybeorbitingtheprojectthataremorepolitical,irrelevantorevenpersonal.Thiswayyoucanbesurethatwhateveryouhavecreatedbecomesthefocusofanycollaborativediscussionsaboutrefinementanddevelopment,committingtheallcontributorstoprogressingtheprojectratherthancriticizingtheprocessormethodologies.Anydecisionyoumakeasthedesignleadisdoneonbehalfofanyandalloftheprojectstakeholders.So,themoreyouappreciateabouttheprojectstakeholders,themoreequippedtomakedesigndecisionsontheirbehalfyouare.Effectivedesignleadershiprequiresthatyou

• Listenhard-toyourclientsandcollaboratorstounderstandtheneedsandcriteriatheymayemploylatertoevaluateandcommunicatedissatisfactionorsatisfactionwithyourprogress

• Commitearly-toinsurerapidprogressandthattheoutputsbecomethefocusofcommunication

Dr Deb Polson. October 8, 2017 8

• Developattentively-bewatchfulandopentoproblemsarisingandmakequickdecisionstomaintainprogresswithouthavingtoengageallcollaboratorsforalldecisions

• Communicatepositively-bothinsidethedesignanddevelopmentteamandwithallothercollaborators.Sometimeseventhehardestmomentsofaprojectcanresultinpositivechanges.

And• Beconfident-Negotiatechangesfromapositionofstrength-thismeansthatyouaredeeplyengagedinthe

projectandcanconfidentlymakedecisionsandarguetomaintainorchangeprojectspecifications.• Representallstakeholders-rememberthatasthedesignleaderthatyourepresentnotonlytheclient,the

siteandtheirinvestors…butalsotheusers,audience,participants.Intheend,iftheparticipantishappy,therestwillfollow.

• Documentandsharetheprogress-withyourclientsalongthewayasthishelpsthemappreciatetheprocessandevidencesawillingnesstobeopen.Butbestrategicwiththis.Donotshowaspectsthatwillbecontentiousandpossiblycreatefurtherconcernordelay,especiallyifyouknowthattheteamwillresolvethemintime.

Anygooddesignproductistheresultofathousandsmalldecisionsandonlyahandfulofbigones.ThelimitsofCommunicationandOpportunityforFurtherResearchAlthoughthecuratorialandexhibitiondesignandpromotionalteamsatmuseumsarekeentoinnovateandexperimentwithnewwaysofengagingtheiraudiences,thepedagogicalteamsaremoreconcernedwithmanagingtheenvironmentsanddidacticsinamannerthatconcentratesonandmaximizeslearning.However,ittendstoleanheavilyontraditionalmodesofpresentinginformationinadidacticmannerandcansometimesunderestimatethecapacityforpeople(youngpeopleespecially)tosynthesisconceptsandfactsthroughthoughtfulinteractions.Thisoftenresultsinthemostinterestinganddynamicpartsofaprojecttobemonitoredanddiminishediftheydonotappeartoperformanimmediateandexplicitlearningoutcome.ThiswasevidencedthroughoutPolson’sexperiencehavingleaddesigninterventionspreviouslyincollaborationwithsimilarteamsatmanyAustralianmuseumsandgalleriesincludingtheNGV,ACMI,SLV,SLQ,MelbourneMuseum,QPAC,QUT,etc.Asanexample,in2006whendesigningSCOOTmobilegameforACMIandtheNGV,DebPolsondevelopedwaystosmuggleinthelearningasanimplicitactivityratherthananexplicitdidacticone.Playerswererecordedstating‘Ijustfoundmyselflearning’,indicatingthattheydidnotrealiseatthetimethatlearningwastheobjective,butdidnotmindatalloncetheyrealizedthatthiswasakindoftrickeryplayedonthem.InthecaseofthisMCUMobileproject,agreatdealoftheoriginalfeaturestobeincludedandtechniquesforparticipantstoengagewiththeworkswereremovedfromtheprojectbythetimeitwasinstalledanddelivered.Thiswasmostlybecausethepedagogicalteamsatthemuseumdidnotalwayshavefaithintheaudience’sabilitytoacceptandadoptcertaintechnologiesandinteractions.Theyperceivedthemobileexperienceasanextensionofthedidacticoneandinsistedonplacingthenodecluesunderwalledsignageinsteadofattheactualartefactthatisreferenced.Thedesignteamwashopingtolinkthecinematicexperiencedirectlytotheartefactwhichwasnormallydisplayedoutonthefloor,notattachedtowalls.Thisseparationresultedinbreakingthedirectlinkbetweenthephysicalobjectandthefictionaloneastheyoftenstartedplyingthecinematicscenesbeforetheywereinproximitytotheactualartefact.Respectfully,thepedagogicalconcernsarenottheonlylimitationonintroducingmoreinteractive,experimentalinteractionsinmuseums.Thereareotherimpedimentssuchastechnicallimitations.Sometimestheteamsinmuseumsarenotequippedorthediversityofvisitordevicesmakesitdifficulttodesignaproductthatisreliableoneveryinterface.Thisraisesapotentialforapossiblepublicationonthechangingcapacitiesofmuseumaudiencesasactiveparticipantsengagingwithcontentdisplayed,accessedandprocessedinincreasinglyinteractiveways.Suchapublicationcouldpresentstrategiesforconsideringnewinteractionswithcontent,criteriaforevaluatingthepotentiallearningoutcomesandexampleswhereimpactcanbedemonstrated.Mostimportantly,suchapublicationcouldassistorganizationstoapproachthedesignofmuseuminterfacesfornewaudienceswithconfidence.SomeInitialResultsOnthebusiestdaysbetweenMay23andSeptember3in2017therewereover15,000visitorstotheexhibition.EachdaytherewereindividualsandgroupsengagingwiththeMCUMobileproject.Mostpeoplewhobegantheexperiencedidnotcompleteallnodes.Thegallerystaffobservedthatmanyofthevisitorsnormallygotdistractedbythemanyotherartefactsandinstallationsthroughoutthe

Dr Deb Polson. October 8, 2017 9

InthemonthofAugusttherewasonly2917completedrun-throughsoftheprojectand15689resultsleadingtoapossiblecompromisetoUniversestabilityand7647towardscreatingarenewedstabilitytotheUniverse(seefollowingimages).

Notsurprisingly,manyoftheGOMAcuratorsandgallerymembersrecognizedanddiscussedthepotentialforthiskindofexperiencetobeusedinsimilarwaysforotherexhibitions.TotalFundingforthisprojectwas$66,000(includesfundingforotherinteractivedisplaysdevelopedforGOMAsuchastheHeroMirrorsandMobileExperience)SomeImagesoftheDesignProcessNodeMapping,Scripting,DevelopingandBroadcasting

Designer,DebPolson’sinitialsketchesofmobileUIcomponents,contentandstructure,logicandflowmaps.

Dr Deb Polson. October 8, 2017 10

InitialNodeLocationMapNodeScript-Copy,LinksandMediaNodeUI-MobileInterfaces(UI)containingscriptedcontent,designaestheticsand

interactivecomponents.NodeDigi-prints-OnsitedidacticsandnodecluesLinks:GOMA,‘Marvel.CreatingtheCinematicUniverseexhibitioninformation’https://www.qagoma.qld.gov.au/whats-on/exhibitions/marvel-creating-the-cinematic-universeQAGOMAAnnualReports-https://www.qagoma.qld.gov.au/about/our-story/annual-reportsMarvelComics-http://marvel.com/comics/issue/10008/marvel_comics_1939_1Referencestopreviousworkadoptedandrefinedforthisproject:Polson,DebraandMorgan,Colleen(2007)MILK:theMobileInformalLearningKit.Collaboratingtodesignsuccessfulmobilelearningapplications.In:IADISMobileLearning2007InternationalConference,July5-7,2007,Lisbon,Portugal.Polson,Debra&Morgan,Colleen(2007)Noweverythinglookslikeagame:Mobilephonesandlocation-basedgames.InMobilityconference2007:the4thInternationalConferenceonMobileTechnology,Applications,andSystems,Mobility2007,September10-12,2007,Singapore.Polson,DebraM.(2013)TheSCOOTexperience:gamesinplace:collaborativeinterventionsinsocio-spatialpractices.PhDthesis,QueenslandUniversityofTechnology.Polson,Debra(2016)TheMuseumofCollidingDimensions:Amixedrealityinstallation.


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