
MoPOP’s Beyond Reality Xperience
An Interactive and Immersive Learning Experience
“How might we help MoPOP remain awe-inspiring to adult visitors as information age technologies afford increasingly richer learning experiences from anywhere?”
The MoPoP Beyond Reality Xperience for the graduate level class of Interaction Design and Prototyping (HCDE 536) at the University of WA during spring semester 2022. The goal of the project was to apply interaction design to improve the interactive experience at museums. Each week we assessed the best way to divide the work, so each team member, including myself, took on multiple roles. Throughout the project, I participated in research, design, prototyping and more. One notable is that I implemented the UI display that populates for the user to select the artist.
Individually, each team member went to different museums to gain domain knowledge on how museums are designed. After a team discussion on problems/frustrations we encountered and ways interaction design could improve the museum experience, the design question we focused on was “How might we help MoPOP remain awe-inspiring to adult visitors as information age technologies afford increasingly richer learning experiences from anywhere?”
For the prototype, we created a video that demonstrated the concept. MoPop Beyond Reality Xperience enhances the learning experience through interaction and immersion.
Disclaimer: This case study is a compilation and refinement of a team project’s deliverables.
Overview
MoPop has a museum exhibit called the “Sound Lab” that allows visitors to learn the basics of playing an instrument. It already provides an interactive, hands on learning experience and supports MoPop’s goal of enabling creativity, however adults feel bored and overwhelmed—they are not inspired or connected in the current interaction spaces at MoPop.
The Problem
Empathize + Research + Ideate + Prototype + Evaluate
Design Process
Beyond Reality Xperience is a feature that leverages extended reality (XR) to bring featured celebrities to “life” where visitors can learn and learn with them. Through a pair of smart glasses visitors can navigate through MoPop and engage in the various galleries. In the Sound Lab exhibit, visitors can go into “Jam rooms”, select an augmented reality holographic celebrity and take a shot lesson from them. After the jam session, users can download a digital copy of them playing an instrument with the celebrity of their choice.
The Solution
Storyboard
As an adult visitor in the MoPop Sound Lab, I want to learn to play an instrument from a famous musician so I can be inspired while being fully immersed in the learning experience.
User Story
In the project, we designed the entire system. We had considered what components would be needed to make this happen and what interactions would exist. We aimed to not be limited by current technologies. While creating the prototype, we considered the role technology plays in mediating relationships between people and people, people and places, and people and products. We created a service blueprint that explains the system design, the user’s journey, and the interactions that occur.
Service Blueprint
One of MoPop’s Core Values is “Light bulb moments: We use pop culture as a catalyst for learning, connecting, and creating.” Currently, MoPop has a museum exhibit called the “Sound Lab” that allows visitors to learn the basics of playing an instrument. It already provides an interactive, hands on learning experience and supports MoPop’s goal of enabling creativity. To provide visitors with an awe-inspiring experience that they cannot experience from home, the “Professor Elton John” interactive and immersive experience will allow adult visitors to learn to play the piano from a musician of their choice that impacted the music industry.
User story
As an adult visitor in the MoPop Sound Lab, I want to learn to play an instrument from a famous musician so I can be inspired while being fully immersed in the learning experience.
Solution
Provide users with an immersive experience leveraging Mixed Reality so participants can become inspired by and learn from famous musicians.
Context Scenario
Logan is at MoPOP for the first time. Jamica and his other friends were busy, so he visits on his own. When he enters the museum, he sees a prompt on his glasses inviting him to connect to the MoPOP XR network. He connects and immediately sees a scene unfold in front of him in the lobby, advertising the new Summer of Soul exhibit on the second floor. He starts there and leaves satisfied but tired after receiving large amounts of information. He sees a sign directing visitors to the Sound Lab and follows.
Entering the Sound Lab, Logan sees different stations with physical instruments: guitar, drums, piano. He hasn’t played the piano since quitting lessons as a kid and wants to try it out. As he approaches a keys booth marked as “available,” he hears and sees someone inside playing the piano. Approaching the door, a menu of available instructors is displayed for him to choose from: Amy Lee (Evanescence), Alicia Keys, Keith Emerson... A sample of music plays when he hovers on each. He chooses “Choose for me” and opens the studio door. A different musician than the first he saw turns around to introduce himself as Elton John, asking if Logan wants to learn to play with him. Logan agrees and takes a seat next to Elton John.
Elton asks Logan about his previous experience and creates a short lesson based on Logan’s response. He plays a few notes with one hand and asks Logan to repeat. When Logan tries, he makes a mistake, and Elton suggests a correction. He offers to play along to help him learn. Elton’s hands become transparent and overlap with Logan’s as Logan tries again. Now he can see how Elton plays it and copies in real time. After he learns a short piece, Elton suggests that they put it together. Elton plays the left hand while Logan plays the right. Elton congratulates Logan on a job well done and Logan concludes the session by leaving the room.
Prototype
The MoPop Beyond Reality Xperience can be applied to different scenarios to enhance the learning experience within a museum.
Scalability
CONTACT HIGH
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Contact High explores four decades of photography, from the late 1970s to today, documenting a revolution not just in music, but in politics, race relations, fashion, and culture. Through more than 170 iconic images of hip-hop's most influential artists. Contact High examines the evolution of hip-hop, connecting us with the experiences, identities, and places that have shaped the world’s most popular music genre.
NIRVANA
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The exhibition features instruments like Kurt Cobain’s Fender Stratocaster, Krist Novoselić’s Hiwatt DR103 bass amplifier head, and Dave Grohl’s Tama Rockstar-Pro drum kit. In addition, a diverse set of objects like the Cobain-created Fecal Matter shirt and the casting call flier for the “Smells Like Teen Spirit” music video will be on display.
GUITAR GALLERY
The Journey of the Guitar in Popular Music
The exhibition features nearly 20 guitars from music legends like Howlin' Wolf's 1965 Epiphone Casino, Nancy Wilson's 1965 Fender Stratocaster, Brandi Carlile's Taylor GC8, and Jerry Cantrell's 1984 G&L Rampage. The gallery also presents a timeline of significant milestones highlighting the instrument's development from the Fender Telecaster, the Gibson SG and beyond.
Meet the Team
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Jyssica Baehr
UI/UX Designer
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Adriaan Dippenaar
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Nina Lascano
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Sheen Jin