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Case study

Verborgen Verhalen

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Case

About the project

A different view

The Holland Open Air Museum Arnhem has an extensive digital collection of objects. The website to show these objects however was not very user friendly or appealing to use. Giving it tons of room for creative, interactive solutions.

Live prototype

The Challenges

Too much content

This project started right after my internship at Driebit as my final graduation assignment. Driebit was already working on the corporate site and was hoping to do the online collection next. This situation became a huge opportunity for me to start creating an entire new experience.

The key challenges of this project where the missed wishes of the users in the past design. User wanted to browse through the collection even without having a clear goal. They also wanted to be able to experience a smaller selection in a more interactive way.

start screen turotial page step 1 turotial page step 2 turotial finished page

The process

Hidden objects

After doing extensive research, both desk and field research, I found out that the existence of digital collections was not yet known enough to the target group. My own survey showed that out of the 117 respondents, 77% has never visited an online collection before and 72% of that group did not even know it existed at all.

First I had to think about what I actually wanted to create. After many ideas a I settled on a concept similar to hidden object games. Where the user needs to find objects in a room. This way I could tell the beautiful stories of the object in a fun way and gradually introduce the concept of an online collection to the users.

sketches and ideation

The main problem at this stage was the abundance of items. With more than 150.000 items I had to seriously cut down an choose what items I wanted to use. Luckily the museum already had a small selection of items with a detailed background story so I could easily use these items. Now I could start making sketches, wireframes and prototypes.

I created a story where the users is visiting a farmer who has collected different kinds of items each with it's own story. There are two rooms where the objects are placed in, so the user can explore on their own. Afters this setup I worked on micro-animations, the game aspect and further styling of the entire project.

iterations of first idea's

I wanted to make the users feel like they could see themselfs in the room. A big part of making this happen was making all the objects look like they were actually placed in the room. So with Photoshop I cut out each object and placed it in one of the two rooms where that object would logically fit.

full screen of one object with text and photos

The results

Introduction through games

The result is a stand-alone website specifically tailored to introduce the visitors of the corporate website to the concept of a complete online collection. To do this I created a fun experience without the overwhelming amount of all the 153.000 objects.

The user will first be introduced by the character 'farmer Simon', who sets the scene. After that the user enters a room where they can click on different objects. The user will then go to a in-depth story of the object itself with interactive elements to keep the users attention.

barn with some objects collected

By keeping track of which objects the user has found, three categories can be made. When all the objects within a category get found the user will be rewarded with an extra story which leads naturally to the rest of the collection, and thus always offering the user a next step.

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