Design Guidelines for Immersive Experiences
by Steve Love, School of Simulation & Visualisation, Glasgow School of Art
UKRI / AHRC Next generation of Immersive Experiences
•Memory – how can new immersive experiences extend the access, interpretation and reach of institutions such as museum, galleries, archives and collections?
•Place – what new experiences can be created by the combination of immersive technology and place?
•Performance – what new creative practices are enabled by immersive technology and what new experiences can be offered to audiences?
Design Standards for Immersive Experiences
•A user-centred design approach to the development of design standards/guidelines
–co-design approach to develop interactive digital content
•Work ISO design – Glasgow design agency
Case study: Laocoon plastercast
•To create a digital immersive experience using AR and VR techniques based on the Laocoon plastercast in Mackintosh building at GSA
•To undertake user-testing consultations with diverse groups/individuals in order to understand potential obstacles for embracing/deploying immersive technologies
•To create a set of preliminary industry standards for the use of Immersive technologies in terms of heritage and cultural interpretation
What we have produced:
•We have developed a user-centred linear VR experience (5mins approx)
•users are taken through a series of virtual spaces where they learn: – the history, –mythology, –initial damage, –Restoration
•Used object and environmental scans and digital materials from the GSA archive to create a rich, emotionally engaging recreation of the Laocoon’s history.
•Combining a co-design approach with a RAD approach proved to be very successful
•Why? –Stakeholder groups felt a sense of ownership in the co-design process –Organisational concerns addressed early on in the design process –Iterative user testing improved final product –
•Next steps….Immersive Studio Learning Environment
•Received follow-on funding from AHRC to continue the work
•Focus will be on providing opportunities for people to explore more artefacts in the virtual studio space
•Dissemination activities will focus on schoolchildren
•Add to initial set of guidelines too
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