Minnesota State Arts Board

Designing a digital experience for history lovers
that helps them interact with the past.

The Situation

As a recipient of an Artist Initiative Grant from the MN State Arts Board, I was required to design an experience for community members to engage them with the work being funded.

 

Solution

I proposed to create a walking tour that would introduce history lovers to locations referenced in my project, which is based on a journal written in 1921.

Methods
Deep Dive
Comparative Analysis
Interviews
Usability Study
Tools
Sketch
Axure
Procreate
Photoshop
PremierePro
Deliverables
High Fidelity Prototypes
Interactive Prototypes

“When I look at old photographs, I always want to see more. I want to see behind the buildings, to see different angles…I want to be an investigator.”

— User

Talking to history buffs

• Bad walking tours can feel like performing a checklist and don’t let participants engage in the surroundings they are moving through.

• Enjoyable walking tours let participants engage in the process of exploring history.
They want experiences like tours to give them them the chance to do that.

Question

How could I create an immersive digital experience that helps participants explore the physical world at their own pace and uncover things as they go?

Solution

My solution is walking tour app that uses locations from the graphic novel as a way to frame an exploratory experience for people. It is organized by general locations that ask participants to arrive at a start point but lets them uncover their own path from there.

How it Works

Once they chose a point to investigate, they start walking in that direction. Here the participant chose to explore a restaurant on 7th Street that is now occupied by the Park and Shop. Once she arrives, she can interact with the location in a number of different ways. She can see a drawing overlay that shows what the building looked like in 1921. Choose to either listen to audio narration or read about the location. Look at photographs or listen to related sound artifacts. All of these options are designed to let the participant uncover the past themselves, which is what my research showed was most valuable.

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