Seeing the Invisible

 I have presented some ideas for the last presentation and those ideas are extended on the original “seeing the invisible” application. The purpose is to improve users’ interactivity to make the content of the application more plentiful and encourage them to return to life after the pandemic. So in this presentation, I will put more detail on that.

The COVID-19 pandemic has impacted all aspects of people’s lives, including how we work, play, learn, exercise, and socialize. 

First of all, because we are now in the recovery phase after the pandemic, the exhibition of seeing the invisible is precisely to encourage people to return to nature with their families and friends. So we should think more about how to make users feel like they are back before the pandemic through more interaction or playfulness. Why do this, according to the survey, I found that the popularity of this exhibition is not yet very high, whether to the dynamic display on social media or the number of downloads of the software. So what gave me more to think about was that this exhibition was not fully interactive and the users were not highly motivated. Although In AR content, interactivity is the users’ ability to control what they see in a combination of the real world and the virtual world. The interactivity creates when consumers are willing to associate with AR technology. However, this does not mean that the interaction is a sign of success, it also needs to consider more aspects. Although on many levels, this project has been very successful and mature, according to the survey found that the number of people watching the exhibition on site is not much, probably many visitors went to the botanical garden, but only because of the botanical garden, and the cause, probably because the public is not in place or the exhibition of playfulness does not enhance the interest of everyone.

First, the visitors from all over the world who are watching the exhibition at the same time will appear on the application. This purpose is for making the visitors not alone. Can though real-time voice and instant messaging to connect with other visitors around the world. Because of the limit of the covid-19, other countries people might not have that easy chance like before travelling the world. Therefore, creating this function is to help people better know other information about the country after the post-pandemic.

As for why the development of the function is not put on the game interaction, it is because the idea is based on the exhibition, and the essence of the exhibition is also that the visitors can savour the content of the exhibition without damaging the environment factor. Although developing the interactivity of the game may bring more different experiences to the exhibition, it is still hoped that visitors can focus more on the artists’ works.

Secondly, the target group is still mainly around people who view the exhibition, followed by visitors who explore the botanical gardens, so that more visitors can participate in the exhibition. Age and gender strata are not limited, and the group is more hopeful that family and friends will participate together, because in essence, this is a return program after a pandemic.

 

Reference:

Arghashi V and Yuksel CA,. 2022. Interactivity, Inspiration, and Perceived Usefulness! How retailers’ AR-apps improve consumer engagement through flow. [online] Science Direct. Available at: <https://www.sciencedirect.com/science/article/abs/pii/S0969698921003222>

Botteron, A., 2022. Cities must prepare for a new post-pandemic normal – Resilient Cities Network. [online] Resilient Cities Network. Available at: <https://resilientcitiesnetwork.org/urban_resiliences/cities-must-prepare-for-a-new-post-pandemic-normal/> [Accessed 9 May 2022].

Bitgood, S., 1992. The Anatomy of An Exhibit. [online] Visitor Behaviour. Available at: <chrome-extension://ikhdkkncnoglghljlkmcimlnlhkeamad/pdf-viewer/web/viewer.html?file=https%3A%2F%2Fwww.informalscience.org%2Fsites%2Fdefault%2Ffiles%2FVSA-a0a1v7-a_5730.pdf>

Coates, C., 2022. How Museums are using Augmented Reality. [online] MuseumNext. Available at: <https://www.museumnext.com/article/how-museums-are-using-augmented-reality/> [Accessed 4 May 2022].

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