Last week, we came up with 3 different ideas for gems and minerals and went through each of them to see its potential.
Then we decided to continue with the first concept, which provides the audience an opportunity to actually try on collections of gems and encourages them to learn more about the historical background of the collection.
Deeper into the concept, the dominant device would be a "virtual dressing mirror" standing at the corner of the hall. In terms of this, we came up with detailed workflow, wireframes of user interface, and mockup user scenario.
When I was designing user interface of the device, I found it should be different from interface of mobile media or any other flat screen devices. Firstly, the size of the device should be as large as a dressing mirror, the audience would interact with it mainly by gestures. In this case, how far should they stand in front of the mirror? What's the constraints brought by motion capture technology? How to guide firs-time users who are not familiar with this kind of devices?
In my opinion, the criteria of this project should be "Universally Accessible", "Memorable" and "Educational". Therefore, a good user interface is the key to build an accessible and efficient experience. As Olivia Cabello says in her article, "Use real-life situations as inspiration when you’re designing for AR." It is important to learn about how people interact with normal dressing mirrors and where the constraints happen the most during the whole process.
Some reference & precedents:
- Kinect for Windows Retail Clothing Scenario Video
- Kinect interface scenarios