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LUPA is a device that uses AR technology to provide further learning opportunities for children. Based on the idea of a magnifying glass, LUPA allows children to take a closer look into the history of Savannah.

LUPA is a device that uses AR technology to provide further learning opportunities for children. Based on the idea of a magnifying glass, LUPA allows children to take a closer look into the history of Savannah.

Gold in Interactive Design, Silver in UX, Interface & Navigation, Silver in Digital Tools and Utilities

Project Duration

03.25.19 - 05.28.20

10 Weeks

Course

 

Human Computer Interaction

Prof. Eun Yoon

Team Members 

Andrea Castro, Zachra Pradipta, Mya Hodgdon

My Role 

Product Design

Problem

 

Savannah History Museum lack in providing a “discovery” platform for children to interact with objects while gaining knowledge. Being able to stay curious and engaged act as a crucial role in a child’s learning experience. The disconnect between museums and a child creates a disadvantage as the setting is not being used to its maximum capacity.

Our Goal

 

We intend to enhance and maximize the museum experience for children by allowing them to interact with the exhibitions while also gaining knowledge. By integrating sensory activities in the museums to provide engagement in their learning experience.

Key Features

Children will get the opportunity to learn about the exhibitions through Kid-friendly information and activities. LUPA will save pictures taken in the gallery and work AR technology to interact with exhibition.

Consists of predetermined routes as a guide that will change every month. The guide is presented with kid-friendly information and activities regarding the exhibitions. Children will collect coins to show progress and be rewarded by an official explorer certificate. Pictures taken during the hunt will be saved in the gallery as well.

Process
Research

Inconsistency within the museums create confusion 

Lack of interaction between visitors and museum exhibits

Savannah museums are not entirely suitable for children 

Children are more likely to stay engaged when learning when done through an activity 

Interviews

5 interviewees 

5 - 13 Year Old

Museum Observation

e.g. children's museum, history museum, art museum

Questionnaire Stand

45 participants, including parents and children

10 Cultural Probes

Parents and children

Key Research Insights
Define

Create a learning experience that keeps children engaged in museums

Encourage parents to bring their children to museums as regular visits and participate with them along the exhibit

Improve the interaction between children and museum exhibitions with immersive technology

Persona and User Journey Map

From the research we’ve done, we came up with our two primary users that represents a larger range of children that we want to cater our product to. Each of our primary users have their own individual journeys when it comes to visiting their experiences. Within their journeys, we identified some opportunity spaces that could be useful in guiding what kind of product we want to design.

Develope
Final Design
What I learned

Lupa was my first UX project I have ever participated in. This journey consisted of trial and error, discovering, and learning about the design process. Through this project I discovered my interest for the potential of creativity and inspiration of the child like senses of wonder. I also got my first exposure to UX research that lead to understanding the importance of listening to the users, unveiling opportunity space, and creating potential solutions. 

Check out our 

Process Book:

Team Artxplore