THE EXHIBIT PROJECT
The Exhibit Project was a group project for B IMD 250, Introduction to Interaction Design. The goal of this project was to design our own unique exhibit.
I was able to improve my skills in several programs including the Adobe Suite (photoshop, illustrator, premiere pro), Krita, and 3-D modeling softwares. Not only was I able to expand my experience in new softwares, but I was also able to think critically like a museum curator through the planning of hands-on experiences in this concept exhibit.
UX design, Visual Design, Prototyping, Project Manager, User Research, Interaction, Product Strategy
October - December 2018
The exhibit that we decided on creating was an interactive exhibit showcasing the history and components of escape rooms. Escape rooms are a physical adventure game in which players solve a series of puzzles and riddles using clues, hints, and strategy to complete the objectives at hand. Escape rooms may consist of a large, single room, or span multiple rooms. Players are given a set time limit to unveil the secret plot which is hidden within the rooms. Escape rooms are inspired by "escape-the-room"–style video games
Showcased in this webpage are only the visual components that highlight the key components of the project. The other components such as the essence statement, overview, exhibit goals, visual looks and feel, key exhibit features, audience takeaways, user scenarios, and digital components are described in greater details within the concept document. located on the bottom of the webpage. You can also just click the button bellow to jump to the bottom of the webpage.
The exhibit layout showcases the different features of the escape room exhibit in sequential order. From the first hallway the audience is given the historical background of what an escape room is. Following the information, the audience will enter the VR installation and is given the option to sign up for the lineup before continuing to explore the rest of the exhibit. Past the VR section is an open space for visitors to explore the puzzles and craft that go into the creation of an escape room, or they are able to watch the VR game as spectators. Near the exit is a photo booth for the visitors to take a commemorative picture. An additional interactive component of the exhibit is a "QR code Quest", this adds a treasure hunt to encourages visitors to experience the entire exhibit.
EXHIBIT 3D Model
The 3D model gives a better visual representation of the exhibit layout. Using Sketchup I was able to plan out the exhibit installations, such as the shape of the hallways, emergency exit routes, and the position of furniture.
This image is the front entrance that leads into the exhibit hallway. Since the model only served as a conceptual representation of the exhibit, there wasn't any additional signs or designs to make the exhibit stand out.
The Information Hallway
The purpose of the brick textured arched hallway was to follow the ongoing theme of escape rooms. Information is split onto the two faces of the wall, it compares the history of modern-day escape rooms to historical myths such as the Ancient Labyrinth.
The purpose of this installation is to showcase early inspiration that lead to the creation of escape rooms.
Birds Eye View
This is a birds eye view render that shows entire exhibit layout. The different installations are separated into the same corresponding colors as the exhibit map above. With this 3D model layout, it provides a quick map that shows the relational proportions of the installations.
The VR Game was designed to be adaptable so that every visitor can enjoy a unique experience. Each game is set last 15-minutes, with selectable themes and difficulties.
The room is also designed to be split into two sections, so that other game modes can be made available. The different game modes for the split rooms are either for team competitions or puzzles that require collaborations from both sides.
The outside of the VR installation is a live video feed of the gameplay for spectators to view the gameplay. The front also includes a dedicated kiosk that provides a place to signup for the VR game, with 3 monitors that display: a trailer loop, line-up schedule w/ estimated wait time, and a scoreboard of highscores.
Puzzles and Craft
The Puzzles and Craft feature is an area for visitors to explore some of the mechanics found in escape rooms. The layout of the table separates the type of puzzles (word base, mechanics, puzzle boxes, etc.) with increasing difficulty.
Each puzzle includes a basic historical background and difficulty rating. There are wood covers that hide the solutions so visitors can finish solving the puzzles if they wanted to.
The Photoshoot Room
The purpose of the photoshoot room is to end the exhibit with a picture that helps commemorate the experience.
The room is designed to have plain walls that allow projectors to shine different themed room backgrounds. There are also props available and a kiosk that allows users to add digital stickers. The camera is timed and located above the kiosk.
This design allows everyone to be included in the photo, better photo quality/ positioning, and gives the options to either buy a printout from the gift shop or receive an electronic copy of the photo through email.
This is a mood board that was created to figure out what types of themes most escape rooms have. What I found most prominent was that the colors tend to be less vibrant and the themes are usually considered adventurous. Some of the most common themes are Sherlock Holmes/crime scene, zombie apocalypse, and ancient ruins.
These are visuals mockups for the concept app used to help enhance the visitor's experience. Each render is created using photoshop. The app is used to serve as a kiosk that informs users about the main features in the exhibit along with other functions such as the "QR Quest".
This is a storyboard that showcases the general experience that visitors will most likely have.
PAPER PROTOTYPE - KIOSK
This is a paper-prototype for the exhibit's kiosk. The designs are similar to the concept app because both the app and the kiosk serve similar purposes. The main difference between the app and the kiosk is that the app has the functionality to play QR Quest, since the game requires a camera to scan the hidden QR codes.
This poster was created mainly in Krita. The purpose behind the design is to give the exhibit a mysterious vibe.
The poster also has a built-in puzzle to promote the exhibit. The large QR code isn't only used to get to the MoPOP website page, but it also leads to a page with a mysterious input box. The input is an easy puzzle where the visitor only needs to convert the small tally marks found above the QR code into numbers. Entering the code will lead to a discount code for the MoPOP tickets.
Scanning the QR code
Tally Mark Code
The final website done in collaboration with my group member, Alec Bergen. We were able to present an almost fully functional website.
INITIAL WEBSITE MOCK UP
Small window with a collapsible menu
Normal window with expanded tabs
This is a short 58-second trailer that shows a preview of the main features for the escape room exhibit. This trailer was created using Adobe Premiere Pro.
COMPLETE CONCEPT WRITE UP
Attached below is a link to download the PDF file containing the exhibit concept write up that provides more details about the entire project.
Click the icon to download the full concept write up