Evaluate the Interactives at TPM and MR Presented by: Cole Flegel - - PowerPoint PPT Presentation

evaluate the interactives at tpm and mr
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Evaluate the Interactives at TPM and MR Presented by: Cole Flegel - - PowerPoint PPT Presentation

Evaluate the Interactives at TPM and MR Presented by: Cole Flegel The Huaxin Yang Postal Thomas Perry Museum Ziheng (Leo) Li 1 Introducing the Team Introducing the Team Cole Flegel Huaxin Yang Tom Perry Ziheng (Leo) Li Robotics


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Evaluate the Interactives at TPM and MR

Presented by: Cole Flegel Huaxin Yang Thomas Perry Ziheng (Leo) Li

The Postal Museum

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Introducing the Team

Cole Flegel

  • Robotics Engineering

Huaxin Yang

  • Management

Engineering

Tom Perry

  • Biology & Bio-

technology

Ziheng (Leo) Li

  • Computer Science &

Electrical Engineering

Introducing the Team

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1. Project Overview 2. Attraction & Placement 4. Engagement & Interaction

Report Map

6. Recommendation s

3. Usability & Intuitivenes s 5. Recollection & Learning

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We are here because TPM …

Opened July 28,2017 Holds large number of interactive exhibits Yet to conduct a formal evaluation of interactives

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We did…

  • 1. Identify

current and best practices 5/8 ~ 6/7

  • 2. Solicit TPM

Staff Knowledge 5/11 ~5/22

  • 3. Assess Visitor

Experience 5/23~6/7

  • 4. Evaluate

selected interactives in- depth 6/3~6/16

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TPM Layout

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MR Layout

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Attraction & Placement

Heat-map

  • Where do

visitors linger?

  • How attractive

are for each exhibit?

Trace-map

  • How do visitors

navigate through the gallery?

  • What’s the

traffic flow for each exhibit?

Scoring

  • Attraction

Score

  • Placement

Score

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1 1

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MR Heat & Trace Map

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Issue 1: TPM Dressing Up

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11/100

TPM Dressing Up Placement Score: TPM Placement Score Average:

73/100

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Issue 1: TPM Dressing Up

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2 2

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MR Heat & Trace Map

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Issue 2: MR Timescope

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94 100 73 88 55 45 54 52 58 36 76 48 36 49 45 96 83 100 83 92 100 83 79 71 88 46 67 54 38 11 20 40 60 80 100 120

TPM Attraction & Placement Score

Attraction Score Placement Score

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100 63 61 58 47 37 100 70 60 55 30 28 20 40 60 80 100 120 TPO Carriage Pneumatic Train Switchframe Electric Train Timescope MR Network Explorer

MR Attraction & Placement Score

Attraction Score Placement Score

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Intuitiveness & Usability

  • Interactives should be easy to

understand and use

  • Many interactives use step-stools

to make them accessible to children

  • Traveling Post Office has no

instructions, but the idea is easy to get

  • Timescope also has no instructions,

but many visitors make assumptions

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  • The Switchframe interactive is very attractive, but suffers slightly from misuse
  • Most visitors approach exhibit from the right hand side, and attempt to pick up

the telephone, not noticing the “start” button on the left hand side

  • Very little in the way of written instructions, relying almost entirely on voiceover

Usability - Switchframe

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  • The Pneumatic Tube interactive also

suffers from misuse, exacerbated by its popularity

  • Some visitors do not use the canisters,

sending up letters that can jam by themselves, or send too many canisters at once, overtaxing the air pump

  • Coupled with frequent use, this can cause

problems with the mechanism behind the interactive very quickly

Usability – Pneumatic Tube

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Engagement & Interaction

Dwell Time (DT)

  • How long do

visitor stay at an exhibit?

Degree of Interaction (DOI)

  • How deeply

do visitors interact?

Scoring

  • Engagement

Score

  • DOI Score
  • DT Score

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Dwell Time

Short Dwell Time < 1 minute Long Dwell Time > 4 minutes Pneumatic Tube Design-a-Stamp Journey of a Mail Coach Packet Ships and Pirates Lantern Slide Viewer Unpack-a-Picture Timescope Forgettable Occupied

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Degree of interaction

Ignored Noticed Entered Interacted Accomplished

Coding: Ignored = 0 Noticed = 1 Entered = 2 Interacted = 3 Accomplished = 5

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0.0 1.0 2.0 3.0 4.0 5.0

TPM Average Degree of Interaction Degree of Interaction 0 -> Ignored 1 -> Noticed 2 -> Entered 3 -> Interacted 5 -> Accomplished

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0.0 1.0 2.0 3.0 4.0 5.0

TPM Degree of Interaction Comparison

Degree of Interaction 0 -> Ignored 1 -> Noticed 2 -> Entered 3 -> Interacted 5 -> Accomplished

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0.0 1.0 2.0 3.0 4.0 5.0

  • 1. Timescope
  • 2. Pneumatic

Trains

  • 3. Electric Trains
  • 4. Switchframe
  • 5. TPO Carriage
  • 6. MR Network

Explorer

MR Average degree of interaction

Degree of Interaction 0 -> Ignored 1 -> Noticed 2 -> Entered 3 -> Interacted 5 -> Accomplished

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0.0 1.0 2.0 3.0 4.0 5.0

  • 1. Timescope
  • 2. Pneumatic Trains
  • 3. Electric Trains
  • 4. Switchframe
  • 5. TPO Carriage
  • 6. MR Network

Explorer

MR Average Degree of Interaction Comparison

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  • Pneumatic tube atTPM breaks

most

  • In a sample size of 30, the

pneumatic tube was broken 15 times

  • Albeit pneumatic tube is one of

the most popular interactives

Broken

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100 90 83 77 69 20 40 60 80 100

  • 5. TPO Carriage 2. Pneumatic

Trains

  • 3. Electric

Trains

  • 4. Switchframe 1. Timescope 6. MR Network

Explorer

MR Engagement & Interaction Score

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100 98 94 91 79 78 78 77 75 67 66 66 65 64 63 20 40 60 80 100

TPM Engagement & Interaction Score

Design-a-Stamp TPO Carriage Pneumatic Trains

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Recollection & Learning

Collected during visitor study stages

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  • Exit Survey

Objective 3: Assess Visitor Experience

  • Visitor

Interview

Objective 4: Conduct In- depth Evaluation

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Deliverables

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Data Collected Survey Protocol Report Cards

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SWITCHFRAME

Good at:  Fair attractiveness

 The design reflects the real Switchframe which is on a poster to the right. Therefore it attracts visitors visually

 Fair Engagement

 Most visitor would choose to complete the tasks

 Fair Placement

 Since the middle four exhibits at MR (all but Timescope and MR Network Explorer) are placed linearly, they all receive a fairly good traffic flow.

Improvement Needed :

  • Long dwell time
  • Visitors must spend a long time to complete the

interactive

 Conclusion and Recommendation

 This exhibit mainly suffers from the difficulty in getting started (initial understanding). Visitors who first approach this exhibit often try to use the telephone on the right-hand side first, without noticing the “start” button on the left-hand side. Once visitors begin using the interactive and understand how to use the levers, the length of time required to fully complete all three stages of the interactive prevents other visitors from being able to use it.  For immediate changes, we recommend making this interactive more appealing while it is in use, to keep visitors from leaving partway through. One suggestion is to add some sound effect to keep visitors interested while the “trains” are moving.  For a long-term fix, we recommend switching the locations of the telephone and the “start” button, as most visitors approach this interactive from the right.

Physical

MR

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Learning Outcomes General

IN-DEPTH – SWITCHFRAME

Visitor Experience N = 30

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The Postal Museum Andy Richmond Emma Harper Hannah Smith Yatin Patel Sally Sculthorpe Joshua Henning Ian Tolley Martin Devereux Davide Avanzo Worcester Polytechnic Institute Dominique Golding James P. Hanlan Gbetonmasse B. Somasse KCA London Joe Martin Museum of London Felicity Paynter Elpiniki Psalti London Transport Museum Martin Pugh National Maritime Museum Katherine Biggs National Army Museum Domonique Bouchard

Acknowledgement