As the final project in the class, we wanted to cement our skills in creating accessible and helpful designs. We created an interactive display to help viewers understand the context, story and meaning of the painting Don Quixote and Sancho by Boardman Robinson. In particular, we wanted to support the visitors to the Fine Arts Center who might not know the story of Don Quixote, and have no context for what the piece is depicting, and those who might not be able to find the symbolism and significance behind both the story and the piece itself.
Don Quixote and Sancho by Boardman Robinson
Gouache on canvas mounted on composition board
Painted in 1931
Gouache on canvas mounted on composition board
Painted in 1931
Need Finding
We interviewed 5 people, including those who did and did not know the story and those who have and do not have experience analyzing art. Through these interviews we were able to determine what interactions are interesting and helpful in learning about art, and what people would want and need to know in order to understand the piece. From this, we created an affinity diagram, 2 personas, and a How Might We statement to begin to develop our design
Affinity Diagram
Personas
How Might We
Given the fact that viewers struggle to understand the significance and meaning of Don Quixote and Sancho by Boardman Robinson
How might we design an interactive display to support both those with prior knowledge and those who are new to the art style or story
So that the piece is accessible and engaging to a variety of viewers.
How might we design an interactive display to support both those with prior knowledge and those who are new to the art style or story
So that the piece is accessible and engaging to a variety of viewers.
Information Design
We used a mood board to create a cohesive design throughout the interactive display. Using colors pulled directly from the painting, other famous works that depict Don Quixote, textures, and other paintings housed in the same exhibit, we created a story to guide the viewer through the painting's context and meaning.
Low Fidelity Prototype
We sketched out a plan, then made a prototype using paper and sticky notes to model the interactions we wanted to have. This resulted in a lot of text, although in actual development this text will instead be a transcript and an audio/video recording, so the interaction can be done with and without sound, but in a more interesting and engaging way then just getting a paragraph form explanation. Our design is a map through the story, giving some background and context to Don Quixote, with a tactile, touchable image on the map where in the story the painting we are designing for takes place, along with descriptions of different metaphors and motifs in the painting for the viewer to keep an eye out for. At the end of the map would be the actual painting, so the viewer could take in the piece in its entirety, the use of the paint, the materials, and the whole appearance of the painting.
Planning:
Paper Prototype:
Testing:
Medium Fidelity Prototype
We created a Figma prototype, representing an actual physical space in the FAC. The map would represent a hallway, with "room" that you can step into, one that is built to resemble a windmill, another that has trees to look like the path. There would be a room adjacent to the hallway, that connects at both the end and mid way through, which would contain both the painting, and a tactile display that when interacted with, would have a display that would explain that part of the painting. There was some struggle in trying to make it be both functional on Figma, and truly represent the space we were developing. One video depicts the full demo, while the other includes the tactile portion of the design.
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